I must admit I was a bit disappointed that the "wireframe" (which isn't, but kinda is) ship displayed on the first loading screen, where the new game hints are, is still only rotating in 2D. I'd have thought this a golden opportunity to pay homage to the BBC original and have a fully 3D spinning wireframe.
As for the generic hangar shot, it works when you're actually docked. But for a ship sitting on a random planet, or hanging in space, tens of thousands of light years from civilisation it does feel odd. I would have preferred it if, when you're exiting the client, the game took a virtual screenshot from the same vantage point as the hangar POV, as though you'd engaged the camera suite, and used that as the main menu background the next time you launched the game. If the positioning was accurate enough it could even overlay the current 3D ship model over the static screenshot so the little animations on thrusters etc. would match. Hell, store some basic lighting data at the same time as the screenshot and it could even match the lighting conditions.
This would work for exits in free space as well as wilderness landings. The actual environment might look different when you loaded in due to movements of planets and stars (or asteroids, if you logged out in a ring) but surely only a champion pedant would complain at that? Better than seeing your ship snug in a hangar, then 30 seconds later sat on an airless moon.
(It might also get out of sync with edge cases, like deploying an SRV then losing the ship before exiting the client, or when the client crashes, but I think those cause problems with the existing system anyway).