Regarding the new respawn system
For those who did not play the playtest: The new respawn system does not have a respawn screen anymore when you have an available medbay or survival kit. You will instead respawn at the nearest medbay or SKIT available to you.
The new respawn system is, in my mind highly flawed and should at least be made optional, like the Progression system. This is currently not the case. Those of you who read the blog post of Marek might think it is, but it is not. My major suggestion is: Make it a toggle. However I also have additional ideas
It is also very exploitable, I will list the ideas I got in the first few minutes
1. Place active welders around an enemy medbay and kill said enemy, he will respawn and die in an endless loop until he logs of.
2. Use timers or scripts to turn medbays off and on again to teleport. This makes the system useless entirely and is very easy to do.
I currently run a very populated server in which we partially rely on the fact that people can spawn at public medbays at any given time, and I know of other server who rely on this too. The update would break the whole design of those servers and make some server design impossible, which is why I think there should be a toggle or the new respawn system should be scrapped for a respawn system that introduces costs. This has already been suggested: https://support.keenswh.com/spaceengineers/general/topic/medical-room-improvement-survival-cost-to-respawn
But I would like to add some ideas to this, especially to prevent respawn abuse to raid bases
As said in the other feedback, medbays should have a power cost and a component cost. This cost is based on how many blocks you have total and reduces with the time you've been alive without dying, increases with medbay distance from point of death and multiplies if it's a medbay near the one you respawned last at. This cost should be able to be 0 if:You have less than a certain threshold of total blocks in the world, I think 500 would be a good number or if you died very close to your medbay (200-400m maybe).
Additionally, I would have an idea how to integrate teleporting into the new system, although this does not solve either of the exploits mentioned above: Give cryopods a teleporting function to connected grids with cryopods, meaning antenna or laser antenna connection.