I would turn down space flecks too.
Something else I noticed is that single tiny asteroids can completely blot out the local star... That just seems wrong. XD Oh, and the glare effect completely disappears the second the "star pointlight" is offscreen - that's easily fixed, just have it keep the glare effect on until the glare effect is offscreen, then turn it off.
My suggestion with asteroids moving in front of the star is simple. Render the glare effect behind everything with a bloom effect on top, which would not only make it just as difficult to see asteroids, but the star wouldn't appear to blink out of existence whenever the tiniest fragment of rock passed in front.
Also, shadows... the lack of them were incredibly noticeable in that video, particularly around ships and the orbital ring behind the planet - and the fact that none of the asteroids cast shadows on each other. Shadows are pretty important for depth perception, if you don't have parallax to go by. For those who haven't seen it,
I posted a thread in the technical forum showing the difference shadows can make, and I really hope shadows fall under "polish"... You don't need them precise - a blurred shadow would do the trick, but still be helpful. Shortcuts, you know. Realistically, they'd be blurred anyway because
stars are big.
As to everything else, absolutely no complaints, minus how long it took you to get to the asteroid field.
That seemed a bit boring. Honestly, though, that dev video was great.
I've watched it a few times already. It was awesome. The nebula was indeed 50% prettier and more artistic, and I love that artistic feel in LT. I'm also feeling a lot better about missions now - they look like they can really be something great.
That was a good call you made, Mr. Parnell.