Context: I have played FTL in the past, and completed all ships on Hard mode in Advanced edition, though with heavy abuse of pausing. I have also played a little bit of Wodopom previously.
What does "T-clicking" in the tutorial refer to?
For the player ship, the room symbols are difficult to make out from the background for me. In FTL, there is a single, clear to see, room symbol in each room (in FTL, there are also empty rooms without any system on it), for both the player ship and the enemy ship. See also the attached screenshot. In FTL, you can always see the room type of an enemy, I think, unless the enemy ship is cloaked. Could it make sense for you to similarly have a single, clear symbol in each room instead of many symbols that might be difficult to make out? I know you can hold shift or 'z' (which is nice) to see the room type, but it would still be nicer to see at a glance. If you implemented it as an algorithm, it might not require much work. But, an algorithm would also take time and be complex. In FTL, I supposed there is always a "center" tile for a system room to put the room type symbol in, and where a crewmate will never stand fully on top of the symbol, because the center is never a tile. That is not the case for Wodopom. Might that be the explanation for why the creators of FTL never added 1x1 or 1x3 tile rooms? (reverse engineering game design :) ). I do not know what the best approach would be here.
(continued, itch.io gave me an error when I tried to post the original comment).