impressions of the beta played @ 1920x1200 resolution.
1. difficult to locate opposing forces when zoomed out. had to rely on the left unit bar to target enemy ships. it would be good if the enemy icons were larger or scaled appropriately at different zooms.
2. when new units or structures are completed, i am usually alerted by the audio feedback from the game. sometimes i noticed the 'completion text'. but it would be nice if the icons for the units flash in the unit maps, or if it is a planetary upgrade to flash that planet's icon. if it is a tech upgrade, perhaps flash the tech icon in the GUI.
3. i think the ability to 'grab' the map might come in handier? i'm sure this has been explored or suggested before, but perhaps 'grabbing' the map might be a possible feature or tweak?
4. at high resolutions i had trouble seeing the shield & armor levels of my ships. perhaps a scaling option to make it easier to view at a glace the situation of a fleet during an engagement.
5. the info box on the lower right. would placing the shield, armor and energy information more prominently improve the gameplay? sometimes i had difficulty finding the information as the info box had alot of other stuff that was useful, but aren't as critical as those 3 info (IMHO, esp during combat).
6. AI issue. I had several skirmishes of attrition with one of the AI. Later I had to flee a battle and soon after that same AI offered a peace treaty. Immediately after I agreed to the peace treaty, the same AI offered a trade pact. I'm not sure if that was how they did diplomacy in the future but oh well....
7. Would be nice to have some camera shakes when warping through hyper-space. also camera shakes during capital ship explosions or firing of flak cannons.

8. more coverage of the game's camera movement should be covered during the tutorial. IMHO it wasn't sufficient as Sins' cam movements aren't that intuitive from the get-go. there is a slight learning curve. i personally would have preferred a more user friendly cam control.
9.on large resolutions, moving the mouse cursor from the bottom GUI to the top of the GUI (eg: from frigate hanger to researching tech menu) might not be that immediate. granted i can access the research menu immediately through the use of hot-keys. I am not sure if the devs have ever tested putting the near majority of the UI buttons on the same GUI bar. or perhaps leave the statistics at the top of the GUI and the button menus at the bottom of the GUI? just some thoughts thats all.
thanks for the opportunity to test and give feedback.