Thanks for the constructive feedback. Since the mentionend navball mockup is from me, I can elaborate on it a bit. For some more explanation see my original post
I doubt that the 3D ship in the SAS control panel really adds any value for new players. I think it's safe to say that even in its current form the navigation UI is not self-explanatory for a completely new user who has never seen a navball before. So a tutorial which explains the UI is needed either way. And when a user understands the navball (which is essential for the game) he does not get any value from the 3D ship because the ship's orientation is already shown with the navball in a much better way. But then again, it's only a guess and you can't be sure unless you do a real UX test.
The displays for speed and altitude where simply adopted from the devs' UI iteration at that time. (I did the mockup before EA launch and in the original thread you can see a screenshot of the devs' UI at that time on which I based my mockup) So I didn't change anything there. The bars were indeed mode indicators which were apparently ditched by the devs which is fine I guess. Unit size is (or was meant to be) the same like in the current UI. And while I agree that 6 digits may be a bit tight, that's what we also currently have in the game.
The top 3 bars are the mode indicator for the entire nav panel. It is indeed related to the icon right below it which represents the current navigation mode (Navball, 2D horizon, docking). You know that it does something different, because it changes the whole appearance of the navigation panel. (see the 3 pictures for the 3 modes. I also explained it in the original post.) The 2 icons beneath it are simple status icons (e.g. radio strength and heat warning) I admittely didn't put much effort into. It's a mockup after all However meanwhile, I think that the 2nd mode with the 2D horzion and heading tape is not really needed...
Good point with the distance between RCS and SAS button.
Actually, I tried to design it more for ergonomics than visuals. (But still, I wanted it to not look like garbage and especially take less space which was and is one of the major concerns.) For example, I thought it makes sense to have the vertical speed scale on the same side of the ball as the speed display (and not on the opposite side like right now). Also I introduced the navball modes to only show the important stuff for the current situation.
If you are interested: In another thread (with the intent to cleanup the current flight UI) I made a new suggestion with less radical changes to the navball appearance.