I don't know, couldn't really see a thread that just chats about what you've enjoyed (or haven't) or what you've noticed others might not have spotted. Especially in the midst of less-constructive opinion shouting! 
I am aware there is that tendency to "see" new things you just missed the first time. So some stuff might be just that - stuff I didn't see in 2.0 that hasn't changed..
Highs:
I've been on the fence with the AI. I think overall I really like it, even though I can see why some would find it a struggle. I'm not a combat skilled chap, I enjoy flying A-grade smaller(ish) ships, Asps, Vipers, Cobras... and it is a challenge, but so far, I've managed to scrape through. What's good?
Stellar objects look really special.
Planets look great - actually surprisingly for me, I really like the SRV tracks. I didn't think that would be a big deal.
Sounds - excellent. I like the phonetic call-sign on landing, the little warnings. Good ambience.
Missions - much better. Just not in the range, but presentation. Characters and their opinions of you really add to the world.
Did I spot a couple of new landing platforms or was that me? Certainly noticed some of the planetary bases have those new Engineery hangers. Nice variation again.
SRV - so much more fun and responsive. Its far less a struggle to move it around as it was.
Bookmarks - I thought the calls for these were lazy navigators, but yes, I like them.
I like the USS readouts, detail is everything - though occasionally deceptive.
Shipping lanes - smart idea. If you're worried about being obvious to pirates, avoid them. Not tried that in practice, but love it in theory.
Robigo - shame to have it go in terms of the play it gave, rather than the mission stacking. I think it needed sorting, I hope a balance can be found in future, where long distance risks has good pay but not to the point it get used to game for bigger ships easily. This is in both lists for that reason.
Missions seem to have a good range of pay.
Finally, I think the Engineers actually pull the game together if considered correcly. Don't look at them as a quick fix to get powerful, see them as a route to add variety. You go attack a ship in a res area, check out the materials, see if you can swipe some lost debris before rushing to the next fight. Exploration? Well you can combine a hunt for alloys with your exploration. USS now have some larger relevance in picking up Engineers materials. You've also got some credentials to gain to gain access to levels, so again, if these are taken as occasional tasks rather than a rigid list to get good, they can really give the universe more meaning. I always thought the Engineers would be a little dull and desperate to really make for a major expansion, but I don't know - if you do it right (like Robigo) and take it as part of a long term, broad gameplay, they add to Elite.
I don't know if its intentional or not, but I recall swapping ships meant having to clear your cargo. Didn't have to today, swapped a full cargo'd ship for a stored one. Not sure if that's good or bad!
You don't always have to wait till the distance hits 1 before engaging from supercruise. Got the option at 7 today. Variation is nice.
Lows:
Missions can take a while to load up or agree. I've had one that seemed to forget it existed on arrival at a data carrying base, but these issues are fairly minor in the scope of things and bound to improve.
Still not sure on whether the proportion of NPCs carrying special weapons is quite balanced. I've been attacked a couple of times now by something nasty, and yet upgrades so far have been a tough deal for players. That said, I welcome the notion that they aren't easy to get either. Nothing is souped up if everything is.
Robigo - shame to have it go in terms of the play it gave, rather than the mission stacking. I think it needed sorting, I hope a balance can be found in future, where long distance risks has good pay but not to the point it get used to game for bigger ships easily. This is in both lists for that reason.
Some key-bindings need resetting for me on SRV. Little trivial issue to sort.
I am aware there is that tendency to "see" new things you just missed the first time. So some stuff might be just that - stuff I didn't see in 2.0 that hasn't changed..
Highs:
I've been on the fence with the AI. I think overall I really like it, even though I can see why some would find it a struggle. I'm not a combat skilled chap, I enjoy flying A-grade smaller(ish) ships, Asps, Vipers, Cobras... and it is a challenge, but so far, I've managed to scrape through. What's good?
- Missiles - seem far more NPC popular, and I think give a far more tense experience when they are cracking around you as you flee, tail between your legs
- High Res Mining areas - while the NPCs are more difficult, there seems (it could be me) a better balance of police. Often I found HighRes and Haz not that dissimilar in 2.0 with few security in HighRes or just an Eagle running around.
- Size doesn't matter: Rank does - The way all men would like it to be. I was interdicted by a Master Eagle, and he was a missile bearing angry little wasp. Some system police dropped in, ending the fight early, and while he was more damaged than I was, his shields hadn't collapsed in a few seconds as before. He was a challenge.
Stellar objects look really special.
Planets look great - actually surprisingly for me, I really like the SRV tracks. I didn't think that would be a big deal.
Sounds - excellent. I like the phonetic call-sign on landing, the little warnings. Good ambience.
Missions - much better. Just not in the range, but presentation. Characters and their opinions of you really add to the world.
Did I spot a couple of new landing platforms or was that me? Certainly noticed some of the planetary bases have those new Engineery hangers. Nice variation again.
SRV - so much more fun and responsive. Its far less a struggle to move it around as it was.
Bookmarks - I thought the calls for these were lazy navigators, but yes, I like them.
I like the USS readouts, detail is everything - though occasionally deceptive.
Shipping lanes - smart idea. If you're worried about being obvious to pirates, avoid them. Not tried that in practice, but love it in theory.
Robigo - shame to have it go in terms of the play it gave, rather than the mission stacking. I think it needed sorting, I hope a balance can be found in future, where long distance risks has good pay but not to the point it get used to game for bigger ships easily. This is in both lists for that reason.
Missions seem to have a good range of pay.
Finally, I think the Engineers actually pull the game together if considered correcly. Don't look at them as a quick fix to get powerful, see them as a route to add variety. You go attack a ship in a res area, check out the materials, see if you can swipe some lost debris before rushing to the next fight. Exploration? Well you can combine a hunt for alloys with your exploration. USS now have some larger relevance in picking up Engineers materials. You've also got some credentials to gain to gain access to levels, so again, if these are taken as occasional tasks rather than a rigid list to get good, they can really give the universe more meaning. I always thought the Engineers would be a little dull and desperate to really make for a major expansion, but I don't know - if you do it right (like Robigo) and take it as part of a long term, broad gameplay, they add to Elite.
I don't know if its intentional or not, but I recall swapping ships meant having to clear your cargo. Didn't have to today, swapped a full cargo'd ship for a stored one. Not sure if that's good or bad!
You don't always have to wait till the distance hits 1 before engaging from supercruise. Got the option at 7 today. Variation is nice.
Lows:
Missions can take a while to load up or agree. I've had one that seemed to forget it existed on arrival at a data carrying base, but these issues are fairly minor in the scope of things and bound to improve.
Still not sure on whether the proportion of NPCs carrying special weapons is quite balanced. I've been attacked a couple of times now by something nasty, and yet upgrades so far have been a tough deal for players. That said, I welcome the notion that they aren't easy to get either. Nothing is souped up if everything is.
Robigo - shame to have it go in terms of the play it gave, rather than the mission stacking. I think it needed sorting, I hope a balance can be found in future, where long distance risks has good pay but not to the point it get used to game for bigger ships easily. This is in both lists for that reason.
Some key-bindings need resetting for me on SRV. Little trivial issue to sort.