Tried the FTUE with two characters so far, once playing by the rules and once trying to break the FTUE as soon as possible. Here's some things I noticed:
I like the idea of getting an outpost right at the beginning, but some of the design choices confuse me. For instance, the Station Outpost has a bunch of small sliding doors that look like they would close up the entire front of the base, but really they're just kind of useless and decorative, sitting on the sides. I feel like this design (perhaps some design elements of other stations as well) was made with presentation in mind (similar to the Aphelia buildings we have now), but IMO the beginner outposts should be designed with actual gameplay in mind.
The speeder selection is okay.
The quick selection of the starter tile on Haven is good for streamlining the introduction of new players, but it would be nice to get a better idea of the terrain/biome you're going to get. For instance, until you land, it's completely unclear what those darker patches in the grassy areas are.
About the Lander... Is the idea that you get to raid it for parts after landing? If so, I'd suggest a simpler design that doesn't have almost 100 elements. It feels a bit over-engineered for that, and it's not fun to get all the little bits (here's where the often suggested quick disassembly option would shine). I'm also a bit worried about players who - for whatever reason - quit the game before even using the lander. What happens to those landers? Do they just hang in the sky like barrage balloons, preying on new spaceship pilots?
Am I correct in assuming that players who start on Haven will automatically use their Sanctuary Territory Unit there and as such not be able to claim a territory on Sanctuary? Or is Haven more of a place for learning the mechanics of the game before moving on? I'm still a bit confused about what exactly the implications of Haven becoming the new starter moon are. Is Sanctuary going to end up as an exclusive area for alpha/beta testers only?
Bugs:
When selecting your initial territory on Haven, clicking on an occupied territory does not reliably show the owner. Often, clicking on multiple owned territories would show them to be owned by the same player.
The Lander can be dismantled before even getting into the seat, allowing the player to drop down to the surface and screwing up the entire tutorial.
Force respawning during the tutorial brings the player to a district on Alioth, screwing up the entire tutorial - maybe that hatch element that serves as the player spawn should have a temporary res node function until that of the station is activated.
It seems to be impossible now to rotate static compactified constructs (i.e. outposts) before placing them. Not sure if the same is true for regular blueprints.
Fetching dynamic constructs or spawning them from blueprints seems to leave them invisible quite consistently.