Whew, lots of commentary. I've read all of it, but don't have time to respond in-depth. I think it's kind of simple, in some respects:
1. When we are doing trailers and such for the game, we can't be emphasizing the action combat too much or people will think that's the meat of it.
2. There is generally no advantage to doing the action combat. Either way turns out equal, in the main. Unless your skill level at action combat is very high, I suppose. But...
3. The action and strategic difficulties are already separate. And...
4. Your combats are typically not a deciding factor in the overall game. They are a clutch event here and there, but you are not winning the game based on combat. If a whole bunch of armadas show up at an allied planet, you at best can whittle them down or buy the local defenders some time. If that planet gets lost, it's not because you didn't click fast enough -- it's because you let things get into such a situation where a whole bunch of armadas could show up at an under-defended allied planet in the first place. That said...
5. Even so, sometimes it will come down to a key combat or two, sure. The combat isn't pointless. If the forces of the enemy planet are nearly equal but not quite so, you can even out the odds one way or the other. Or you can be a one-Hydral wrecking crew of key infrastructure, or a per-emptive force, etc, etc. So combat matters. But it doesn't matter to the level where being an excellent fast-clicker and always doing the action part to gain a slight advantage, versus instead playing the combat room version, would just bowl over the game for you.
6. In fact, thinking about this, the game should give a slight advantage to using the combat room, and even mention that advantage prior to starting action combat. That way doing action combat is a risk/reward sort of thing. It's harder to get the same result as the combat room, but if you play extra well then you can actually go beyond it. But the risk of death is much much higher. Which brings me to...
7. Action combat balance. Right now the individual enemies are more anemic in their weaponry, as Misery noted. This was to give players a chance to actually do anything, since things move kind of quickly and you don't have full tactical awareness, etc, etc. And to keep you from getting your own ship killed instantly all the time. This is one thing that would inherently give an advantage to the command room, because there you have much better tactical awareness and can choose your targets yourself before they get killed, etc. Which means...
8. All in all, yeah, I'm thinking that most people most of the time would not play the action combat. But when you do, it's really fun and tense and exciting. Repetitive? Less of an issue when your palms are sweating from being in the fight of your life.
That's what most SHMUPs get by on, in my opinion -- the 30-minute playtimes Misery noted are paired with that extreme difficulty and requirement of twitch response. Not that we'll go THAT extreme here, but right now it's super tame. Because frankly on the default we didn't want to scare away the grognards. Or just make it so people were randomly losing in minor combats all the time, which as Cyborg has pointed out before is super demoralizing.
9. All of which is to say, I don't see beefing out the action combat section too much more right now, but I do see really putting a lot of spit and polish into the command room (yes, animations and whatnot as possible, and certainly sound effects). And I do see really rebalancing the combat side to make it so that, in action mode, you are still "Batman in space," but the guys around you are actually fighting each other with more than whiffle bats.
Thoughts?