I've been thinking about this and I agree with you. I'm planning a pivot with more realistic ship control and slower, more tactical gameplay. In regard to the combat system. Current plan is scissors paper rock style system, with projectiles being analogous to melee (close range, penetrate shields, bad against armour), beams being like magic (medium range, can't miss, bad against shields) and missiles which are like guided arrows (long range, slow, tracking and guidance, can be destroyed by small weapons). Additionally, I want objects and velocity to play a greater role, with asteroids acting as cover and ship velocity having a greater effect on accuracy and evasion.
Thanks for the feedback. Always appreciate it.