Quoting myself from another thread since it's actually more relevant for feedback than it is there:
It would have been great if the thargoid war had this level of info on how much certain activities help with progress, the flaws with orhtrus hunting in alerts and sampling vs combat being imbalanced early on would've been more obvious and easier to catch. The in-game info is still pretty bad at telling you how much you'll get for doing something before you do it which leads to requiring players to experiment in weird ways that could disrupt normal gameplay if you don't want to just look it up online. If powerplay is meant to be at all strategic then encouraging a more planning-focused playstyle even on the individual level would be a better fit than experimenting thats just throwing crap at the wall until you find the good activity for getting merits and/or helping your power.
This goes with a general lack of info on the powers.
Which power should I join is a difficult question and it can be a total trap if you pick the wrong one with a built in sunk cost when switching.
What really matters on a gameplay level when picking a power is the ethos, which determines what activities you do for expanding/fortifying and undermining. The ethos obfuscates this and forces you to go more with vibes or what permanent rank bonus you like most. These activities should be listed when pledging and alongside the ethos for quick reference.
FDev UI designers really hate pages of lists now somehow - I feel like even the lists of systems with most progress in the thargoid war were reluctantly tacked on in a patch much later. I see why you would want to avoid pages of lists to make it feel less like a spreadsheet game, but the result is just plain bad.
Relying on the galaxy map as a central way to interact with the game is fine in theory, but what you have is an overwhelming mess that would benefit from having more focused dedicated views to reduce mental overhead.
On top of that much of the UI is jank and doesn't seem to maintain state or would need some sort of helper function to focus the galmap on an area that actually contains the systems you just selected to focus on.
Overall this feels like it needed more time, it's not as bad as the Odyssey launch, but it's worse than the thargoid war because that gets a huge pass for having more actual new gameplay and content rather than being only a systems rework. A lot of the new powerplay stuff might actually be relying on stuff designed for the thargoid war, which is fine to get more out of limited dev resources, but also means it gets less of a pass for still having issues.
On the positive side getting rid of any sort of decay is more player friendly.
My major criticism of the thargoid war system is how it fails to generate interesting narratives and events around the war, will the same system applied to powerplay better at it?
Can anything truly crazy and/or epic happen under the new system? 3-4-way wars or more with everyone showing up? Mining/trading booms/busts due to powerplay shenanigans (sorta happened with rares)? There's some added potential for interesting stratagems with collapsing many systems by backdooring stronghold systems deep in their territory (something which you couldn't really do with thargoids by cutting off systems iirc). If most of it boils down to who grinds more to fill a bar then that dulls a lot of the effect imo.
Having those generated galnet reports on power rankings and statuses kinda helped at least with the immersion for that.