I went through a bunch of Sea Power pre-release videos on Youtube. These are my first impressions:
1) The game requires a large amount of micromanagement. No real groups in game, most weapon launches are manual, etc.
2) Visuals is a big wow... There are a large number of "cool" moments in every scenario.
3) The only mission capability is in the scenario editor and its very limited.
4) Very limited loadouts on aircraft
5) No flexibility in weapons on units
6) Very cool carrier deck visuals, but very limited impact on game play.
7) Fuel consumptions is not modeled for some types of units.
8) Map is a mess to manage if more than 12-15 units present in proximity. There are ways to mitigate, but this is a reflection on no groups.
9) Very limited defensive actions by aircraft.
10) The mouse-based interface appears easier to use, but more limited.
11) Noted that possible dates of battles were 1947-1990. That surprised me. But the unit list was still fairly limited.
12) ESM management seems as detailed as CMO, but a lot easier to manage.
Unknown but leanings:
1) Radar modeling seems somewhat simplistic compared to CMO
2) Saw no mention or menu reference to ECM.
3) Map is no more higher resolution on zoom in than CMO. Zoomed out looks good.
4) No lua or real scripting
5) No zones or reference point capability
6) Triggers/events somewhat limited looking at menus
7) Programmability of the AI seems very limited.
General thoughts beyond that its early release and a lot is still unknown and to be implemented.
I'm going to come back to the micromanagement. I watched the carrier scenario and the player was going crazy keeping track of and giving orders to all units. It very much reminded me of watching C&C being played back in the day. Its a constant race and memory exercise to get to all units. The player himself mentions this being the limit of what a player can handle. It was a CVBG with 6-7 ships and relevant aircraft. In simpler scenarios, it looks very manageable and fun.
If they add the ability alleviate some of the micromanagement and get a few mission-like tools, you might be able to increase the scale of playability. But because of the 3D graphics, there is going to a fairly solid wall a lot of PCs will most likely hit. It reminds me a lot of Harpoon vs Fleet Command. FC became kind of limited by the skill needed to add 3D models. A lot of detail that was in Harpoon was missing in FC because of the effort needed to add models.
The last thing I noticed is in their trigger/event function, it looks like the concept and terminology was taken straight out of CMO. I know there is the concept of similar problem, similar solution, but its way too close.
Here are a couple of the most informative videos...
https://www.youtube.com/watch?v=hyCe8nmZBfE
https://www.youtube.com/watch?v=BVvn5bHGctk
I watched a bunch more, but these had a lot of info.