Here are some of my feelings and observations after playing a bit more than a day (8 to 10 hours I think). I probably forgot to mention some things and didn't take notes while playing, so this is far from comprehensive.
Pros:
-There is no local map and I get the impression they are trying to making a bit better use of laying off quest markers when appropriate. As an example there is a shopkeeper that lost something important, so he tells you the name of the three stores he had been. You have to actually find and go to those stores (not that hard as they are nearby) and look around, no quest marker is available for the quest. Very promising, and I am looking forward to seeing if there is more of this kind of thing.
-Combat is fun so far. Fallout 4 and Fallout 74 are good examples to determine if you will like combat or not. If you liked or didn't like it there, you will probably like or not like it here.
-FO4 gameplay loop (Explore - Fight - Loot - Craft) is very much present, well implemented, and seems to be the core gameplay loop for Starfield as well. They just expanded the crafting options. Although, I haven't yet tried the settlement building. I believe it will be expanded, better, and more important than in FO4 based on what I have seen, but I can't fully form an opinion on that yet. Of course, if you didn't like the FO4 game loop, this won't be a pro for you.
-I am liking what I see from dungeon/level design so far (with one negative that I include under the cons). So far most are pretty non-linear with multiple entrance points and ways to navigate through them. One standout example, which was a bit more linear, was a spaceship that had fluctuating power. So gravity kept cycling on and off. It was a multi-level design (something I didn't realize initially, so wound up getting stuck for about 10 minutes until I noticed a ceiling hatch I could open) and you had to make use of the periods of no gravity to navigate the dungeon vertically and solve it a bit like a puzzle. Given that there was no local map and the maze like design of the dungeon, the quest marker actually wound up trolling more often than it was helpful. It wound up being very satisfying to complete and took more thinking to clear than any dungeon I had seen from the last couple Bethesda games.
-Persuasion mini-game - Not only the best Bethesda has done, probably one of the best implementations of dialog checks I have seen in any RPG. Bethesda's writing doesn't take full advantage of it, though (Bethesda's writing always being kind of lackluster). The main way they don't take advantage of it is that they don't more often make the options you can try to use for persuasion based on previous information you have learned from books, investigations, or previous conversation. I have seen it happen once or twice. I believe that was what happened based on the notification that popped up, at least.
If a game came out that used a similar system and made extensive use of skills/things you have learned/inventory items/other character traits to determine which persuasion options you had available I would call it hands down the best conversation mechanic in any CRPG.
Cons:
-The interface is not only designed for consoles, it is poorly designed for consoles. I have wasted money with accidental purchases I never meant to make, and customizing my ship was a real pain in the ass. In particular the internal walkable ship components don't actually let you know what kind of crafting benches or other interactables they have. I spent a lot of time adding an engineering bay to my ship expecting to see crafting stations. But nope, not a single one. I would like to see the ability to customize the internals of your ship as well, but maybe that unlocks later. Probably not though.
-Character development - Extremely limited choices, with many choices arbitrarily locked behind other stuff you aren't interested in. Despite being similar to FO4s it is actually worse. FO4 used level and Stats requirements to unlock higher level perk choices. For this game the skills (which are the same as FO4 perks) are locked behind getting more skills in a tree first. The big problem of this is that there are a lot of cases where I want higher tier skills, but am not interested in many (if any) of the lower tier skills. So I am going to be forced to invest many levels in skills I will never use just to unlock the ones I want to get.
-Re-use of dungeon designs. Despite encountering some really nice level/dungeon design in the first dozen or so dungeons I have done, I have also already encountered one dungeon design copied with only a few modifications.
-Ugly female faces and no sexy clothes to dress your female harem crew in. The faces are better than Oblivion, but fall short of Skyrim. Should be one of the first things mods fix, though.
Other notes:
-The culture warriors are exaggerating. New Atlantis is nowhere close to all black. It isn't even majority black. There are plenty of white people, both in randomly generated pedestrians and quests/permanent NPCs. No one racial group is in the majority for background NPCs, so white-skinned characters are a minority, but neither are black people, Asians, Indians, or Hispanic/mixed characters. For quest/permenant NPCs there are a higher percentage of white characters. About 40% I'd say, eyeballing it. And while forced diversity like that can be annoying when present in fantasy or historical games without a good explanation, that level of diversity makes plenty of sense for a sci-fi game. That is just based on New Atlantis though, as I haven't really visited the other factions major settlements yet.
Women are also not in all the positions of power while men are just there to be made fun of. I have encountered many powerful men, sometimes even powerful white men, in leadership positions while the very first character I encountered being mocked like that is actually a woman. When entering new Atlantis you encounter a group who had fled from a station that was attacked. The leader of that outpost, a woman, is acting like a complete selfish incompetent (Karen) and she didn't even properly handld the evacuation. The only reason that anyone escaped was actually due to the actions of an older white male, who is presented as the hero of the tale. That woman is promised a new job commensurate to her abilities, and you later find her working in a coffee shop, but being incompetent there as well.
If the very idea of a non-white character in a video game or position of power not held by a man sends you into a frenzy, good luck with that, but the claims that there are almost no non-white characters and that the ones there are are for comic relief is a straight up lie.
I was annoyed to see the pronoun stuff make it's way into yet another character creator, though. Although, so far only one gay couple presented (and also in the background) while there have been at least half a dozen straight couples I have encountered. So far they seem to be sticking to fairly realistic ratios for that rather than making 70% of all couples gay as happens with some games that embrace the woke.
-So far I like the exploration aspect (I never expected any kind of space sim because it was obvious Bethesda wasn't going to be making one from the pre-release materials). I actually want more games to embrace procedural and am excited to see what Bethesda does with that. I am still early in the game (I have done exploration mostly in one system, mostly the first planet), and haven't done any base building yet. I actually like that stuff is actually a bit more realistic in terms of content density, but I haven't played it enough to see how repetitive it will get yet. So far most of the stuff I am encountering is the first time I am encountering it, but I expect that to change.