That input revamp seriously impressed me. Star Citizen is becoming more like a real Adventure game with this. That it has this, integrated in this manner, creates a lot of possibilities moving forward. I'm very passionate by UI and UX so it's good to see.
The old input system looked like something you'd see in Elder Scrolls / Fallout 3-4. I feel Elder Scrolls is the closest but much more limited, and it's certainly true that those Bethesda games make it annoying and a lot of work to pick up things.
I loved what Bethesda tried to do with the sandbox elements in Fallout 4 with building your own sanctuary. But the hassle and manner of how you did it, felt counter intuitive and I lost interest in the process because of all the extra steps and trial and error.
You have to walk directly up to an item, look at it specifically and then hope you can pick it up, and then move it and put it down somewhere else- if you can put it down correctly. Which is often hard, because virtually all FPS are a floating camera.
These are the things that excite me about Star Citizen. A lot of other people are into the Sim aspects of flight or shooting or exploration, but for me, these are the narrow details that have never been done in gaming before, and I personally see SC as a benchmark to move other games forward.
I'm sick of shooters being a floating camera with fake animations during 1-3 person transitions. I'm sick of all the bullshit context sensistive bullshit we still see in all games, where you interact with something with one button ("press X to Awesome") and that being the depth and breathe of the gameplay.
The fact that you can micro manage things at such a level- the way you flip on and off controls, buttons, hinges, hangars, switches, locks- This is what immerses you in the world and makes you feel like you have a visceral control.
People should be up in arms over this, but I think (unfortunately) for a lot of gamers, they do not think about these subtilties, but are more easily responding to flashy graphics or upsetting drama news. Which is a shame.
We all know that graphics and presentation is not the problem; It's the stagnation in interface design, AI, input and navigation that has held gaming back, but these elements are not easily visible or explained to the masses, and as a result, you end up with hordes of gamers who complain about games being more of the same with flashier graphics, but who still only click and watch things activated by pretty graphics and slick presentation.