People who expected EU2 in space must be blind. The game is an extremely slow-paced RTS, it's not the pretend 'real time but not really' of the EU series. It isn't a spreadsheet - oh damn!

I take it you've never played EU, I really can't imagine anyone confusing it with a "spreadsheet" game. It IS slow enough to be turn based, but then that's exactly what I was hoping for from Sins: a sort of real-time GC2. No dice, clearly, this is a "thrown a bunch of units at another bunch of units" type RTS instead. Considering it was advertised as "real time 4X" I think it's a good thing to warn people that it owes a lot more to Homeworld and Warcraft than it does to any 4X or turn based game. I didn't know that and I certainly wish someone had told me.
The UI is fine enough. Minimaps are basically useless for anything requiring detail (ie, beyond 'there is a blob of red guys here', and since the game is node-based (the gravity wells), the empire tree provides 100% access to everything at all times. You can see where all your ships, buildings, defenses and factories are and access them at all times. Complaining about the UI when other RTS's (like, say, SupCom's micro-manufacturing UI) are far far worse is just nitpicking. Not like time is ever of the essence, since it's so slow-paced. I'm not sure how well it handles extremely large maps (say, 100 gravity wells), however.
People keep comparing this to Supreme Commander, a game whose demo I played and quickly dismissed as unplayable dreck. If that's actually an apt comparison (and it may be) no wonder I can't get into it. I'm not here to debate if the UI is better than that of another game with a horrible UI, I'm here to say that it's not entirely functional and that it makes playing the game awkward. The empire tree, again, is a lovely idea but does not indicate relative position of gravity wells. This is a problem, as the result is that in order to assess the large scale situation in ones empire one needs to zoom all the way out. On larger maps this is profoundly prohibitive. Since there's no gameplay reason to ever zoom back in more than to the bare minimum necessary to place structures in wells, it also has the effect of making the game graphics completely pointless. You clearly like the game, that's fine, but keep in mind that I own the thing when you try to say overtly untrue things like "the empire tree provides 100% access to everything at all times." You can't tell me you're actually memorizing the names of planets and where they are so you can use the empire tree to full effect. I've seriously started sketching little maps to try to keep a handle on things when I play, but having to work so hard to overcome such an overt deficiency in the interface invariably just turns me off the game and sends me to something better designed.
Not having a nonsensical campaign full of stupid scripted events based on some programmers idea of excellent writing is a great idea.
I agree. I'm not sure, though, that not having a
good campaign was a great idea. It sounded good when I thought there was a lot more to the game, but some context might do these skirmishes good as it turns out. Still, it's not a significant flaw in the face of everything else.
Ironically enough, I'd have let the whole thing go and shut up about it by now but for the fact that there's no way for me to sell the game I wasted $50 on due to SD registration (which I've never had issue with before, since I've always enjoyed everything else I've bought through that system). Consequently I feel the need to warn others to at least wait for the demo and make sure they're getting the game they think they're getting. I certainly didn't, and I wish someone had warned
me before I blew money on this.