So I'm not sure what of this has been mentioned, but there are quite a few bugs right now and other things that need to be fixed. Don't take this in the wrong way, I'm happy for the update, but issues need fixed and these are a few of them. If I'm repeating things that others have said, than take that as a mark of how important they are. There are a few things that others likely have not mentioned.
Rank 1 Engineering only works on hull fractures and hull ruptures; not on fires, electrical breeches, or ice; those it takes just as long to put out as normal. The various increased output ranks aren't working either, and instead the rank 9 "increased refined" rank (which is way too high up on the tree to be useful) is working at lower levels. I'm not sure what else might not be working right, since some stuff is eisier to test than other things, but it might be a good idea to test everything to make sure. Maybe things got changed around and the upgrade screen just isn't showing the ranks at the right places? If that isn't it than I have no idea what could be going on.
So, you have a limit of 30 damaged components AND a limit on the repaired components?!?!?! And nothing to tell you how many complete components you can have or what counts against that limit? No place to see the scrap that is counting against that limit either? No way to check if reparing something removes it from that first limit or if it forever counts against it or when exactly it is removed? No way to increase the number of damaged component slots? And the number of complete component slots (not counting the starter stuff that you can't get rid of) seems to be 8, barely more than what it takes to outfit all your slots with very little room for experimentation or changeovers? And, again, even THAT had to be found out by experimentation? The limit of 30 should be fine, allowing people to buy more if they want to go longer between clearing it out, but at LEAST DOUBLE the number of repaired component slots. Also, put a place on our Equipment->Inventory menu to see both the damaged components and completed components. This is especially important for new players, those who haven't gotten into a clan with a dry-dock and/or who haven't built their ship yet, because without this access they have no way of knowing or dealing with overfilling their damaged component limit. I personally know a couple people who refused to play Empirum for a while till their ship finished because they didn't want to risk overfilling their damaged components limit; that should never happen.
Moving on (and speaking of moving on), when the host disconnects it can make the mission unbeatable because the secondary objectives pop back up (like take out the base commander) but the level leaves those things that must be done to complete those objectives as finished... and since you can't do it again you can't clear the objectives to complete the level. Also the end of mission reward screen is REALLY wonky. It can sometimes be a mission behind if multiple missions are done in a row, or just show nothing. Going straight back from a mission to the Dry Dock can sometimes have no rewards from that last mission, but go back to the orbiter and you can see that your Intrinsics are now updated and going from your orbiter to your Dojo and then to your Dry Dock does update.
Also, you can't go straight to your Dry Dock from the Emperium mission select screen anymore. Not sure why that disappeared, but I could swear that it worked before.
I'm not sure if there are supposed to be house components for the Munitions, but if so they aren't dropping.
Gunners everywhere will thank you if you find a way to smooth things out as the pilot jukes around, loosing missile locks and dodging and such. You can time your shots with some weapons (ie: Cryophon) to make this a non-issue, but beam weapons are near unusable if the pilot is active. Giving the gunners some greater level of autonomy, such that their entire game isn't pretty much "mouse only" would probably be good. Like make the gunners into range-from-Railjack-restricted fighters or something. Not sure how difficult that would be to implement, but it would solve a lot of issues with gameplay with one solution.
Amesha is the only Archwing that can survive this game mode. Itzal might have a chance if it goes invisible and has access to its teleport back (which would give it a niche as fast and stealthy). As for the rest, they are completely unusable in this game mode. Even the Itzal, now that it has that stupid tether thing that forces you to ram into walls and have to recover or pulls enemies to ram into you and kill you from the ramming damage, is currently unusable (please give it the teleport back). It may even be the worst option for Archwing in Empirium. Eltryon has no way of dealing with the fast moving enemies or to survive their damage and a dead archwing is worthless in a fight. Odonata has that nice shield which SHOULD work great against oncomming fire from the front, but because it doesn't work against area damage (like explosions) it does nothing... and it can't take a hit when an attack does get around... So if you are forced to choose between one archwing that can survive and three that very much can't, is there any real choice? The issue isn't Amesha, the issue is the lack of options that the other Archwings have. Give Odonata and Eltryon a panic button to clear not only homing but also targeted fire, and give back Itzal it's teleport (which would give it a "panic button" against fire as well). Give the Odonata a front facing shield that works against ALL fire. Give Eltryon a homing missile option for its 1 and some sort of crowd clearing or crowd CC option for its 4 (something other than a more powerful version of its 1 that costs four times as much). Finally, ensure that all archwings can take at least 3 seconds of sustained fire from a multiple (at least a couple) enemies so that they can be trusted to take into combat.
For Fashion Frame (er, Ship...) there are a couple issues where your Glyph can't be moved and the Wear and Tear slider can sometimes revert to full if it is either the last or the only thing that you change. Weird glitches, but important for end-game. 😉 Also there is a limit to the name length that is not shown and the name seems to be disappearing as well. Why??? It may not be a priority, but it is something to look into eventually.
On the end of mission screen Avionics really really should be listed under the "Mods" section, allowing us to see what is new and what they do. This both would make the whole end of mission screen less cluttered in the first section and more useful overall.
If we need to go out and farm asteroids for materials (ie: Titanium) like this is a free-roaming mission on the Plains of Eidelon or something than having to hope that our team (ie: the host) doesn't want to leave immediately after mission completion is a bad way to do it. There are further issues here with how people get rewards when leaving early, both good and bad, but I'm not going to say too much because some of them can be ripe for abuse...
Speaking of, the one mod that forces tenno back to the ship with no way to stop it (you know the one) is without redeeming quality as it is currently designed. I have never once seen it used to positive effect. Double the duration before it goes off (once it is activated till it pulls you) and let people opt out through some means that is directly explained when it is used; or just remove it form the game. It can be useful with some tweaks, but the current form is a problem.
Mission diversity. Kill 30/60/90 small ships and x number of large ships... every... single... time... Doesn't matter if you have other objectives, those never change. Doesn't matter that you have to do hundreds of missions, you can always expect to spend a large chunk of every mission grinding your ships face into those enemies over and over and over. We have different mission types in regular missions for a reason. Don't get me wrong, I like the Empirium gameplay, but this can border on monotony without something to change it around. At the very least reduce the number of enemies you have to kill when there are secondary missions in play.
Finally: IN GAME TUTORIALS (use them)!!!! I can't say this enough. And always make sure there are ways to know what things are and what you are doing. There needs to be somewhere easily accessible in game to look up stuff you need to know about how things work. Such as, how does upgrading your avionics grid work? Components, what and how? How do Battle and Tactical Avionics work? In mission, if you don't recognize the tactical avionics icon and already know what they do, than there is no real way to figure it out short of either distracting the host from playing the game to ask, opening up a wiki page to go look it up on your own rather than helping out the team, or just try it and waste Flux Energy on the experiment. Even if you do know, they might be too low level to do what you want it to do. Put a label under it, please, and let us see and hover over the icons on the Tactical menu so that we can both know what they do and know if it is upgraded enough to matter in the mission.
All in all, I like the new game mode; both Railjack and the updates to Archwing as they are now (with the exceptions mentioned above). But, well, it is a work in progress and I don't think anyone was expecting a completely new game mode, almost to the point of being a new game type, to work out perfectly from the start. I look forward to every update as it happens, and thank everyone at DE for the work and effort they have put into this game!