Right - so I read through the manual and tried a bit more. It got better, but still no victory. Until I modified the Missions 
Cheater! Well, that's why it's single player

My general thought is that the tutorial needs to be a lot bigger and include more topics, including enabling autofire.
Furthermore there needs to be missions/tutorials focusing on dealing with torpedo runs, figthers, gun-positioning, war-room tactics etc etc.
Autofire is actually in the tutorial. I was a little concerned about it being too long, so people would miss things. But you're right, really need to cover more of the core mechanics. Perhaps it ought to be split into sections.
Also, sometimes battle gets a bit too hectic - the pause function helps a lot here, however I sometimes feel the big ships are too brittle compared to the smaller ships. Sure the small ships are easy to kill, but if you're busy with "something" else and you get hit by a torpedo run, you're basically screwed.
Ahh, but those are core mechanics. Knowing what the big threats are (given the ship you're in), where they're coming from, and avoiding/neutralizing them in time is the heart of combat. Torpedoes/bombs/etc are what gives small ships a chance against larger ones - if not for those, large ships could pretty much ignore small ones completely.
For a real-world reference, think WW2 naval battles with torpedo bombers/boats, battleships, etc.
I think its going to get a bit tricky to get all of these smaller adjustments "just right". But so far I really like what I see!
Yeah, no question, there's a lot of work left - and the devil is in the details

Thank you for your feedback!
The big question is: Whats going to be wrapped around the combat system? 
Why, a character advancement system set in an open-world sandbox, of course! There's no way to misconstrue what that means, no sir.