This game is great. But its rules complexity is plain horrible and got worse with 2.0. Some of these rules were better in 1.0
Instruction vs action: There should be a phrasing similar to move vs maneuver when you perform something that is like an action but isn't an action. Like being told to "rotate your turret" without doing a Rotate action. I'd call it an instruction. And i'd have in the rules reference similar-linked to move.
Maneuver as a rules-object really also should never have been this hard.
Actions should have similar range restrictions:
TL is R0-3
Coordinate only R1-2, not R0 touching
Jam is R1 only, no R0
All of these should be R0.
Obstacles should have similar rules.
Both asteroids and Gas Clouds literally say you lose your action
Debris should also simply say this, while also giving you stress.
"Only 1 device per System Phase, NOT ROUND" is incredibly hard to remember and needless.
Make it Only 1 device per turn. Or remove the rule altogether. Errata the cards that defy this rule to have reminder/errata text.
"Your Activation" is dumb.
Calling it the Activation Phase is dumb, its a poor name that doesn't convey the context well.
I now have new players thinking your Activation means when you make your action.
Having things trigger on your Activation, while it may seem like it reduces ability stacking problems, just makes for more triggers to remember and more confusing places to have abilities. It also makes Initiative strength even more dramatic.
Overall, a good theory, bad in execution and play.
All special weapons should be considered special weapons without adding range bonuses. Having turrets be an exception is frivolous, difficult to remember and annoying.
Are cannons also? I shouldn't have to even ask this questions. Its already difficult explaining to a new player what a special weapon vs a primary attack (with turret arcs and all sorts of crazy stuff). This just makes it WORSE.
Balance wise, if these upgrades needed the extra range bonuses (which imo, they really DON'T), they could have simply printed it on the card.
Proton Torpedoes/Costs should be much clearer:
Spend 1 energy should be the other side of the COLON!
Attack, have a lock on target, spend 1 energy: You may change 1 focus to a critical. Italics: You only need to have the target locked, you may spend the Lock for its standard effect or other effects.
Ion change is just confusing... (Though I know why it was done)
Asteroids and Debris Fields should be included in the Obstacles section of the Rules Reference.
Fore, back, left and right side sections are unnecessary complexity. Instead having a 3 way reinforce token forward, sides, back would have likely been reasonable. This reduces complexity. One should continue to keep the 8 sided divisions on the cardboard baseplate, but rarely need to reference the side and center lines except for executing maneuvers and when there's a special arc like the Hounds Tooth.
Arc lines should have been drawn completely for the Nantex fighter without filling in the arc.