I actually think the rapid early progression curve of the game might hurt it, as well. When you get right down to it, it doesn't take very long for a determined player (even a complete post-launch buyer like me,) to claw one's way up to an Eagle, a Viper, then a Cobra, etc, with this rapid, consistent feel of moving from one ship to another bigger, badder ship. After the Cobra, the next step up is only really applicable if you're into trading, with the T6, (and I can't help but wonder how many people decided to try trading in part because it was the next ship up,) and then, over five million credits later, the Asp. Over ten million credits later, the T7, the Clipper another five or so after that... don't even get me started on the Python or Anaconda.
What begins as a rapid ascent in terms of ship improvement suddenly becomes more and more of a slog, with the sense of material progression hitting a bit of a brick wall. Now, one can choose to upgrade one's existing ship, of course, but the improvements there are subtler, and I only really appreciated the differences when I rebought a stock Viper and skipped it up to B-grade gear. When I had incrementally been going E-D-C-B, I'd barely noticed the improvement. If the sense of growth had been hampered a little from the get-go (maybe widening the gap between the Eagle and Viper, and then between the Viper and Cobra,) there wouldn't be the feeling of blasting through your obstacles, only to trip and faceplant halfway through. I think that part of the reason there've been outcries of 'Make The Endgame Ships Cheaper!' is that some players got conditioned to expect rapid gratification, only to get a cold splash of water when they hit the inevitable wall. Having increased the gap from the start, and perhaps filled the interim with other forms of material progression- other things to spend your credits on, basically- could have helped with that. Hopefully whenever ship interiors become a thing, it'll open up a new avenue of internal customization.
Agree with the Sidewinder, it strikes me more as an ideal 'Run Away!' ship; with nerfed tactical abilities, I do think it should receive a sizable speed boost. Having a super vulnerable ship raises the stakes, but having a super vulnerable ship that can't even get away from half the pirates replaces challenge, ("Can I get clear before my hull explodes?!") with frustration, ("Okay, hit the boost and... that Viper is still closing the distance. And here comes the missiles, oh look, the vacuum of SPACE.") Spend the early game trading, exploring, taking on other Sidewinders, but otherwise avoiding those big, bad ships that can obliterate you very quickly... build a healthy appreciation for when such a ship is eventually yours.
With regards to an Iron Man mode, it might be best if they can address the repetitive mission structure and such first before introducing such a mode, to make it a little more appealing and increase how widely it's adopted. In my case, at least, more than a little of my current progress on the whole ship-owning front was from slogging the same back and forth trade route at least eighty or ninety times, (damnit, I WANT A CLIPPER!) and while the concept of permanent death normally interests me in terms of that extra edge, the prospect of slogging back through all that over again is just... not even remotely worth it. @_@ Heck, I keep almost obsessive care to make sure I never go under my rebuy cost.