1. "Late switch" is kind of an interesting concept, because this game has only been in true development for like 8 weeks or something along those lines. And during all that time it controlled like the mech except for part of a week. But the switch to a visual mech instead of a visual ship is a pretty minor cosmetic thing, compared to the truly late switch of making the ship controls be nutsy floaty compared to the way it controlled all the rest of the time.
Those nutsy floaty controls were eventually refined into something actually better than the original method, though. The ship to me also seemed to be on this trajectory of being refined and refined until it was working great. I'm not going to go arguing strongly because I pretty much consider the issue closed at this point, but I think the whole "this doesn't feel like a ship........waaaaaaa....this game sucks" thing has been overblown a bit. Originally things felt a bit off, so the knee-jerk reaction by people (myself included) was to ask for some momentum, which was added and when tuned down a bit, actually worked fine. Ship hover and shadows helped a lot and at the point of the second round of momentum tweaks things were working pretty well. No real complaints.
Even if the game is only 8 weeks old, at the pace you guys work, that's a lot of hours put into a different concept to the one it now is. Just look at the art. You've probably got hundreds of ships and not a single mech up until probably a few days ago. Also....bah.....just gonna have to agree to disagree on this one, I think!