My thoughts on Trailblazers so far
Cargo requirements for construction
I feel a more in depth discussion needs to be had about the volume of cargo required to construct things. I have a strong love for the immersion and realism of Elite and I personally find it insane I was able to build an entire Science Outpost, solo, in my own system, in 24 hours of game time. To me, this is infeasible from an 'in universe' lore perspective.
But I do also see how trying to balance 'realism' with fun is something that developers need to do to appeal to a broader market. I personally am kind of happy with where the cargo levels are at, however the feedback I mostly hear is people saying they wish it was all less/easier.
On this point, I think a serious discussion about how 'soloable' colonisation is supposed to be would go a long way to allaying much of this feedback. IMO, this is an MMO with the option to play solo. And colonisation should be a feature that essentially requires you to group up with other players.
Colonisation distance
In the version I played when we could claim a system, the range seemed reasonable to me with one caveat. It is important that it remains the case that when the first station is completed, the system colonisation service is available. Otherwise, the weekly bottleneck in expanding takes the wind out of players sails and it will just stagnate the feature imo. Let us bull charge across 300ly in one week if we are prepared to plan the logistics. Do not limit us to x ly/week of expansion.
The whole 'beta' thing
I have to say the most opinionated bit of feedback I have, is the way in which this beta has been forced on the entire PC player base; it feels pretty ham fisted to me. I wouldn't mind if there were transparent expectations set about outage timings etc, and with a 19 year background in automated software testing, I do empathise deeply with the challenges of predicting these things. But the way in which servers keep going down, being brought down for indeterminate periods of time, I feel is pretty shocking for a mature, decade live game in production. But ultimately, this was the dev teams call and I feel they are probably regretting it with the pressure they were invariably put under last week with the Friday outage. No team wants to sign up to that stress imo.
On a genuine level I would love to speak to leadership about this decision as to me I struggle to imagine a dev team WANTING it this way.
Maybe you're gluttons for pressure, which I commend in some respects, but when you have customers out there who have already paid for the service, it's rough for everyone involved. If this is the tone for the foreseeable future, I will likely play Elite less and less until this beta is finished.
I simply do not wish to test in production and there is a reason this is an incredibly frowned upon approach in software development generally.
I genuinely would have preferred, and would have signed up for, a bespoke, throw away server with an NDA (see the Escape from Tarkov, 'Early Test Server' model) where people that wish to engage with colonisation and provide feedback in this manner, are vetted and can contribute to it under an NDA. Maybe give me a nice ship skin or something to commemorate the commitment.
As a career tester who loves this game, I would have tested it for free for you, something I have literally earned £100k's over the last 2 decades doing.
Wider impact on the entire game platform
The issue I am focusing on here is how trailblazers has introduced some quite serious regressions in functionality only recently deployed. For example all mega ship interactions are currently totally broken, they just CTD if you scan them. An excellent feature, PP 2.0, has had 20% of the weekly incentive to interact with it removed due to this (or at least for me 2/10 weeklies are to scan mega ships..). For newer players only now entering the Elite universe, for whom 'architecting' is slightly out of reach, this hugely sucks and things like this must be caught prior to new code being deployed.
Likewise, the fleet carrier scheduling service is utterly overwhelmed by the level of player activity trailblazers has attracted. There has been speculation in the community that this is a result of the colonisation ships using this service, although given this hasn't been resolved since claims were disabled, this is demonstrably unlikely to be the case. I do again empathise with the challenges of scaling a microservice to demand, but frankly the current status quo must change. There is clearly a consistent demand for more frequent scheduling and whatever the bottleneck in meeting this demand is, it needs either a public explanation (be technical, we are nearly all massive nerds) or just a fix that means FC jumps are simply a 15 minute wait away. I should be able to schedule my jump and if the system has room, in 15 minutes it is there. If there is tech debt making this not possible, tell us about it. If there are server costs making this not possible, tell us about it. Speculation breeds contempt and in fighting in the community. Being vulnerable with us let's us know that you do see these things and you do care.
Try to remember that whilst this is 'only a video game', there are many spending their real world finite lifetime trying to schedule a FC jump. Looping through the UI over and over, getting rejected. There are dozens of reports of people doing this. They love what you have created and they want to enjoy it and share it with others. It is critical this is respected and issues like this are aggressively resolved, or explained to the point where the average Elite fan knows WHY they cannot schedule the jump.
If it's $ for servers, just put an ARX cost for a guaranteed jump and watch the cash roll in. Hell for busier systems, set up a dutch or blind auction for ARX and watch FCs become IRL money printers when you do CGs etc

. Just be careful if considering this approach not to end up making jumping a fleet carrier a paid feature which this could rapidly descend into.