Maps
So basically maps such as Water Hazard, Canyon Ambush and Labirynth (but new).
Edit: And Muse is working on maps as general, we have to give them time and be patient.
If I'm not mistaken, then these are 6- and 8-man maps. If they could get cramped down to 4-man maps, then that would be great.
slow-moving meteor showers
really?
It's sort of like the storm, but instead of being a huge-ass cloud that clutter your vision, there's medium-sized meteors that you have to be aware of, as well as something you could potentially work to your advantage.
What's your issue with it?
Gunners
Exclusive passives for Gunners only
Not going to happen, at least in the near future. Long story short - it's against Muse's idea of roles being 100% equal (and breakes balance and it's a bother to implement).
If there's nothing going for Gunners, then there will be no use for them. One alternative ammo is eternally enough.
Visual and audible feedback
Yeah, because everyone watches Game of Thrones and will get that reference Honestly I don't see a problem, I do engineering a lot and sounds are destinguishable enough.
Why do you need a visual feedback about how long fire is burning? Who cares actually, the UI now is clear because shows you only the things you're interested in - the stacks of fire and cooldown of an object.
At this point, I feel you're just trying your best to be difficult with me. There's always a reference someone might not get, there always is. However, the message I'm trying to get across should be clear enough, don't you think?
To know what to prioritize from a distance, if the health is similar each other. It's not of huge importance, but rather a nice-to-have feature. However, the UI is far from clear to a new player, because I have a full crew to play with most of the time, we were able to figure out majority of the mechanics. Though I'm sure I would have headaches to figure every mechanics as a single player.
You have a global cooldown for repairs, and you have a out-of-order cooldown which you can have as many players as you want to repair the machinery. On top of that, you have a global cooldown for fire, and stacks of fire that makes no sense to you at the start. It's just a number counting down, and you're standing there relentlessly trying to put out the fire, without understanding if you're doing something right or not. There's no visual feedback telling you if you're doing the right or wrong thing; you only have indistinguishable audible feedback, at least from my perspective.
An additional option from "Noob Tutorials", could be a text under the visual feedback, explaining the situation for you (e.g. "The cooldown is global for maintenance", "4 seconds removed from fire", etc.).
Warmup
But what for. You can't move your ship but can move a crew? Usually maps are so big that before you'll meet the enemy everyone will easily take their positions (and buff most important parts). I think most people would find it useless.
King of the Hill / Crazy King. You load in faster, meaning you get a headstart on the capture point.
Deathmatch. You group up and head towards the vicinity of your opponent.
I've had so many times, where we've loaded slower than the other team, because of latency, hardware or what have you. Point being, we spawn, I check the map, they're already heading our way without us having the time to group up with our team mate's ship, or they're already far ahead to the capture point than what we are (excl. that spawn points can be closer to the points from each other).
Besides, what does it hurt to wait a mere 15 seconds to get your ship going? It could be 8-10 seconds. As long as everyone's on an equal standing.
Edit: Rephrased slightly, and added another suggestion.