If you lose your Python on any ship, then you are doing something wrong, period.
Pointers? I'm flying an A-specced Vulture, I only fight NPCs, I'm nothing special, but I like to think I'm at least competent. I would agree that combat need to become more challenging than it was but I would expect my Vulture using mid blue zone throttle, and occasional FA-off to be able to out-turn most ships most of the time, but I often seem to be out-turned by the opposition. I'm not complaining, but I'm unclear on how to raise my game in this regard. Any thoughts?
Second point
I'm a bit concerned that the game may be headed towards a place where to be successful in combat you need to do what I regard as a bunch of geeky things. There are places that I just don't want to go purely to be successful in the game, all that stacking of shield boosters, using shield booster calculators and multiple shield cell banks, flying backwards (a la battlezone coin-op) and generally ticking a lot of boxes in order to obtain a victory.
While Engineers itself can also be seen in this way, I'm hopeful that it will feel more like an adventure, but certainly there's a danger that the future Kings of Combat will be the people with the inclination and spare time to dedicate themselves to days and weeks of obtaining the components to produce the best mods. Not because they are enjoying those days and weeks, but because they want to be top dog.
And I do feel there are lot of people out there to whom victory and
beatiing the game is everything. That seems a bit sad to me, but its fair enough if that's what brings them pleasure. It doesn't seem like a lot of those people take a similar view on "PVE bunnies" like myself. I don't want to beat the game, I want to play it, focussing on the journey not the destination, I want combat to be more challenging than it was, but it seemed like the 'feel' of the combat game was very, very good - and I hope that's not going to be lost in the legitimate desire to provide more challenge.