I would be inclined to aggree, but... If they're going to go through the trouble of putting it in, they're not going to take it out. If it changes things in a bad way, we're stuck with it.
IMO the lack of minimap and radar is a key feature that goes towards making this game unique. I don't think I would have familiarized myself with the arenas as organically if I was compelled to rely on a HUD element to assess my environment.
Also it gives the player's a whole additional "Sense" (for lack of a better word). It's going to have an impact on the core interaction.
I think the gameplay, as is, is solid. The problems are all quality of life. The stuff that makes new players lose interest. What we need in the next patch is to cut down trolls, timesinks and encourage cooperative play.
Make voice chat default or prompt players to use it.
Make cutscenes skip based on votes.
Make the rewards screens skippable or parred down.
Allow people to surrender without penalty if the half or more disconnect and/or the match has gone on for over 45 mins.
Don't end matches when the antag disconnects.
These are all serious barriers to this game being widely adopted. Most gamers will just quit out the first or second time they lose 15 minutes getting thrashed or doing nothing. This feature just isn't a worthwhile addition when there are real gains to be had.
When approaching the development of new content for Spacelords we focus on two big "themes", so to speak.
The first is all about
polishing the already existing playable experience, by fixing bugs, improxing players' quality of life.
The second one is all about
adding new content or playable options to the game. That includes new missions, characters, weapons or things such as The Radar.
What I get from your original post is you are more concerned about or interested in the first kind of improvements over the second one.
The only thing I'd like to point is none of both are inherently wrong or irrelevant: we feel they are equally important and we at MSE are working in both directions at the same time, since people in the team working on one of those aren't necessarily involved in the other.
So, one day we may be speaking about The Radar (new content,
https://spacelordsthegame.com/news/road-to-spaceguilds-1) and the day after we may be speaking about the Cortez family (quality of life improvement,
https://spacelordsthegame.com/news/road-to-spaceguilds-3), so there's happiness delivered to all kind of players.