I quite like it overall. Lots of small tweaks and improvements. The route planner is handy, fighters are fun to fly and I'm positively surprised by passenger missions. Module storage and ship transfer were long overdue.
Some things could have been solved better. Whilst SLFs are fun they imho miss their main purpose: Trade escort.
Ships they would actually be useful for either can't launch them (e.g. T7, Python) or fitting the bay renders them largely useless as a trader (Keelback) and ships that have enough internals to make the trade-off bearable mostly don't need them (the big three), whilst the pilots payment model makes them too expensive to have them just for fun in the long run. A dedicated fighter bay similar to the planetary approach suite would've been the better approach, imho.
I also don't like ship transfer cost calculation as I'd prefer a system that takes jump range into account rather than ship cost.
Elements like a more clear display of system sec status are more of an indication of things to come (at least i failed to feel any tangible difference between different system sec states yet), but they look promising. Same as additional structures - they don't have any gameplay associated with them yet, but at least it's an indication FD are taking steps towards the right direction.
Of course there are still things that have been left largely untouched far too long like the BGS.
I did >60 jumps to Maia and back in a Corvette for nothing thanks to the broken BGS. Nonetheless, I'd say it's one of the best updates thus far (At least it's not some tacked-on DOA feature like CQC and elegantly makes use of the manpower invested into it)

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