Forgive me if I'm way off since I am not currently in the alpha.
What does the weapon switching really provide? It doesn't sound like a very deep choice to match the weapon type against the target. It sounds like something you simply learn once, and then go through the motions in every combat. Here are the paper ships, time to bust out the scissors. Here are the scissor ships, time to bust out the rock.
I mean, I understand that there was a problem in bringing only one weapon type, so I'm not saying it makes sense to go back to that, but I'm wondering what benefit this whole mechanic provides at all?
Simple: Because "here comes X, better use Y" only works if "X" is the only thing coming at you. And that.... just isnt the case in this game. It can be a situation like "Ok, I've got all of these little guys over to the left.... and a big blob of the same little guys and some mid-sized ships mixed on the right. Some enemy flagships are comming from the upper right, and there's a turret ring down below, with some Claymores passing through it. And the radar says there's even more things on the way, particularly from the left where the cloud of small ships is. So.... which weapon do I start with, and in which direction do I attempt to go to break through this particular situation?" which is a bit different than "Well here's some interceptors, better use spreadshot". Particularly when, due to the nature of the combat and it's mechanics, the situation could alter at any time.
That's my take on it anyway.
To answer a question: no solar map time passes during combat.
On the more general issue, a few thoughts:
AVWW1 was primarily an action/platformer game. Though the platformer aspect wasn't added until about halfway through pre-alpha went it went from topdown to side-view. But even before that, primarily an action game. The strategic layer was added to give context in a unique way, so that the game would deliver an experience you can't get anywhere else. Ultimately the strategic portion went through several revisions and guttings (in order to stop getting in the way of the action game, in part) and didn't really end as a coherent "game" (the "loops" just weren't "closed", if you follow my meaning), just more of a contextual layer for the primary action experience. Which was just fine for a lot of people, from the number I've seen say they preferred AVWW1 to Valley2.
Valley2 was more of a hybrid, with the design emphasis on a strategic layer with teeth (big, nasty, pointy ones, in fact). But it was still primarily an action experience set in a strategy-game context. Though there having those strategic teeth has actually been a damper for some folks who really were way more interested in the action.
In both cases the addition of the strategy layer was intended to avoid it being "just another platformer" (or something not far off). And I think that, as far as it went, that goal was met. They're unique games with their own niches, if not as large ones as we'd been hoping.
TLF, however, is primarily a strategic game. And its strategy layer is already very unique. There's not really a "just another (insert genre here)" comparison that would be levelled against it, except perhaps "just another 4X space game" but that wouldn't survive even the most cursory inspection of the game due to the scope of the game-world and the nature of the player's agency.
So why does it even need a layer in a different genre?
What goal is achieved? I see some, mainly in adding appeal for those who like action. But even if we can deliver pinball-action as opposed to bullet-hell-action (and I think either is achievable)... what does that get us?
Sure, the Total War series is enriched by the combination it contains, but they had a great deal more resources to find and polish those experiences.
How much though, do those resources matter? In the end, it's the design at the heart of it that makes something like Total War work. Sure, they had alot of resources, but I'm guessing that alot of those additional resources went into the huge amount of things like graphics and sound and technical engine, rather than huge amounts of it going JUST into the design.
Something like Actraiser is another good example. That game COULD have just been a one-genre thing. Maybe just the platforming by itself.... that developer, at that time, very DEFINITELY had the skill to pull off a game that would be exactly that. Instead, they smashed two not-even-close-to-being-similar genres together. They thought it out well, and as a result... it worked, and is considered a classic. I can actually think of quite alot of games that do this exact thing, and end up being very good when all is said and done.
There's always that possibility of someone NOT liking it because "Well, I like THIS part, so why is this OTHER part even here?!?". But going the other way, there's also a chance of someone saying "Well, this game is just this bit here... it wears thin after awhile, there's nothing to break it up at all". I'm often one of the ones saying that second thing. Something like Endless Space is a good example.... supposed to be a pure 4X game, which it is, but by far the single most common thing I hear about it is "Why cant we have full tactical combat like an RTS or something? All we do is activate a fight and sorta watch it happen!"
I could be wrong, but I personally think that the game is currently headed in a pretty good direction.
Though, based on what you said, I'm guessing you're not into this particular idea as much? The bit with the action-ish side of the game?