While the ship itself is nimble and beautiful, I have a few technical gripes that I hope they plan to address: 1) A single missile impact to the rear of the ship seems to knock everything offline permanently, even if the ship shows no signs of damage. It's like the power plant gets knocked offline and can't recover. Working as intended? Who knows. 2) Why can't you trade out the nose gun for other size 2 weapons? I want to throw a badger in there so I stop running out of ammo. You try to swap weapons on the holo table with the Merlin selected and the side scroll area magically filters out all size 2 weapons. It's like they hard coded some sort of workaround to specifically keep people from swapping it out... you can still pull it off, but there's no point since you can't select any other size 2 gun to replace it with. 3) Having the cockpit so far back on the hull effectively means the bottom half of your view is obscured. Sure, the targeting reticle still tracks stuff even if you can't see through the nose, but since the reticle is a static 2D shape, and the Merlin HUD only shows top down damage state views (rather than the rotating 3d wireframe), you have no idea what the enemy's orientation is and thus have no idea what angle you are shooting from, leading to much higher miss chance. Couple this with your limited nose gun ammo and it feels just... icky. TL;DR, seems like a case of form over function at this point. Think I may wait and see how the Archimedes or Dragonfly turn out before making a final decision.