HumblePie you make it sound like the game is ultra short if it only took a weekend...
Actually, I played about 2 hours Friday night and about 3 hours Saturday night. Sunday I played about 14 hours I think. I had nothing better to do Sunday and played away at SPAZ too long. I play only an hour last night though. Puts me at about 20 hours played and I haven't finished the game. So not bad for a $15 game.
I found once you get past the first "grindage" bit it gets easy to level. I was blowing through levels so fast I didn't realize it. As I said, the only long stretches have been so far at the beginning of getting at least to using a medium hull boat. After that I rarely did any quests. I basically went straight for mods at stations and the "main" story quest. I blew through every blockade and didn't bribe a single station. Early on I had to buy my mods which wasn't too bad. Once I had a large hull boat it was easy enough to stay at a large enough range to take down any station. It took a few minutes to take down the large class 3 UTA stations, but they went down eventually. Any other station type died pretty fast though.
The next "grind" was for huge hull blueprints. Making constant jumps in the inner systems to get huge hull ships to spawn was a pain in the ass. They didn't always come which is why it took so long. That and you didn't always get the same one.
Now the grind is building up the inner system to fight off the infection. I got about a third of them cleared as of last night. I think I might try to clear the whole shebang though. It's not hard either. Warp into a system, blow up the infected part, and then pump up both stations to class 3. Rinse and repeat after that. Only thing I run somewhat low on is goons since building civ science labs to class 3 takes like 500-600 goons. Regening about 200 every 15 minutes or so and fighting zombies doesn't give you a lot of goons. However, I make a quick hop back to a science station I've built to class 3 in a "colony" system will give me 1000 more goons. Once you have free'd up two colony systems and placed class 3 science lab stations there you won't have to worry about running out of goons anymore I've found.
I also didn't bother to go through all of the systems at first ether. If a neighboring system behind a warp gate showed as having a mod for sale then I went there. If not then I didn't bother following down that path. I basically made a bee-line for the main quest locations on the star map as they popped up. I only made slight detours for mods as went for the main quest locations.
One thing to remember is that I think the max level is 100. Which means you only get 300 skill points to use at 3 per level. With all the skills in the game it would take 770 skill points to max them all. 14 different skills go to level 10 and the skill turrets only goes to level 5. So it means you need to plan out your skills wisely.
Personally right now I have cannons and turrets maxed. I then have points spread out in everything but mines. Most of my points are in reactors, engines, shields, and crew. I have a decent smattering in armor, hulls, beams, launchers, cloak, and bombs. Only a few points in drones, subsystems, and the rest I think.
Thinking about it, drones and subsystems can be left empty in my opinion. Stealthed enemies are rarely a problem. they always show themselves when they fire at you. Even if you lose lock before they restealth it is easy enough to spray the area they were last in with cannon fire. Once you hit them they drop cloak and you can keep a lock as long as you keep hitting them. Which means the only utility mounts worth having are point defense lasers and tractor beams. Tractors beams I could care less if they grab things a little bit faster and further. Point defense are only good if you are making a drone boat + srm spam fleet. Otherwise who cares.