on that regard, i agree with OP... The whole UI is terribly explained (or not explained at all)
i mean, i miss the good old video games manuals where you had some screenshots with numbers explaining which parts of the UI were which .
The ingame tutorials are mostly about useless and obvious things, frankly...
even if i love the game so far, it took me 3 missions at start to figure out where was the heat meter was, the whole stability concept is poorly explained (i know you fall once all 5 are filled up, but yet i dont know what is the stability threshold that can be at 2 or 3, with appropriate perk)
the evasion chevron and the evasion effect too is barely explained, and the numericla effect on shooter's aiming.
Gunnery says it grants bonus % to the "base aiming" of the weapons, but i am not sure if every weapon share same base, or if each weapon has a different base aiming rating...
i saw a streamer who discovered the game the other day, and the guy was completely clueless and got so shredded up, even if winning, throughout the first 3 missions that he was going in a dead end with all damaged mechs, no money to repair and mechwarriors injured for 2 monthes each :)
even if some stuff are different in this game than in the boardgame and tabletop RPG, and even if some concepts (like pilot perks) are new... i think could consider myself quite favored of having some long ago experience of the originakl board/rpg tabletop games, and am an overall tactical games lover (xcom, xenonauts, battle brothers, and litteraly any tactical stuff that can fall under my filthy fingers) but i cant help but thinking most genuine beginner players would be quite lost...
of course, if that does mean they would have to dumb the game down to catter the widest audience and over-holding hand like many games nowadays do, then, i'm fine with current situation. Still, i think somme middle ground and "welcoming"/proper information and rules explaining couldnt hurt the game