Been playing for a while, first time here.
Overall, pass it on to the team, this is an excellent game that fits a nice niche, but there's some room for improvement.
First is a QOL pass. Clean up the UI a bit, add in more tooltips that explain campaign and in-battle mechanics with onMouseOver on internal content. Fix tooltips showing up off screen. Clean up UI scaling for various monitor sizes. Clean up some of the fleet group behaviors (Huge improvements here already over the past year ESPECIALLY with the torpedo changes, very well done!). Give us a better task force designer that lets us set up ships in a task force into prebuilt divisions and let us set up their initial divisions and formation going into a battle so we don't need to spend ages re-organizing our forces early in a battle. Add in an indicator for vision radius in battle. Things like that.
Next is a performance pass. The dream is to be able to play a battle on the scale of Jutland smoothly, and that's achievable with modern game engines with proper optimization and memory handling. The campaign runs way too slowly for how relatively non-complex it is.
After that, I'd like to see a rework on gun behavior to decouple the process of accuracy and firing into individual parts. These are done pretty cleverly in an all-in-one behavior now in a fairly clever fashion, but there are some cases where it aggressively breaks down. If you decouple the aiming process into the steps of target tracking, aiming quality, and gun precision, you'll have a system that is more realistically reactive to battle conditions instead of having flat modifiers that behave terribly while not ruining some of the fun customization options that let players have unique playstyles, even if they are non-historical. It's pretty stupid how you can be 1km from a 38 knot hostile battlecruiser while traveling yourself at 34 knots in a parallel direction yet be unable to hit the target due to a 'target fast speed' penalty, even through the relative speed is only a handful of knots.
Targeting is the process of identifying where the target is and where it will be when shells arrive there - it's how well a ship decides where it needs to aim. This is where all the rangefinding, fire control, and radar equipment fit in, as well as perhaps communication with scouts, etc. You could also have different targeting modes, so direct aim takes over for targeting estimations below a certain range against ships of a certain target signature.
Aim quality is how well the ship and crew at being able to aim at that targeted location - impacted by gun training equipment, crew, and ship stability.
Then gun precision is the raw CEP of the gun based on its characteristics, i.e. the inherent lack of precision when shooting at something even if you aimed at it perfectly.
That gives you more nuance when picking technologies and on how you maneuver your ship in battle to handle your own behavior relative to enemy ships when picking how you fight.
Finally, after all this, I'd love to see a campaign play pass. Overall, it's not in an awful spot now, but it would be nice if there was more emphasized in winning battles and naval dominance and a bit less on parking in a bubble to steal clay from the AI.