First off, I would like to say that I really appreciate the time you put in to make a detailed critique of my game. The honest feedback is really important. However, I would like to point out, in case you weren't aware, I am a one man team and 99.9% of the game was coded/designed by me, without using any outside packages, aside from a couple default Unity ones, mainly for the camera transitions. (Some of the 3D models are reused from older games)
That being said, please cut me some slack as I will try to address most, if not all of your suggestions.
First off, as far as the menu goes, while I understand that contrast is important, I have already tried using different color schemes mixed with green, and the current one is what I believe looks best - being the blue and green for buttons. For text without backgrounds, I will try to make the outline more visible.
For the crosshair, I will try to add a system that will improve the visibility on brighter maps, like Hoth.
For the non-world space UI - the reason it is like that was for simplicity on my part and due to how the UI operates on a scripting level - meaning this would require more work to fix. While I do want to change this eventually, I feel there are more important things to work on first.
As far as the target indicators (red and green markers), I will be working on a complete overhaul for those, since I completely agree that it looks bad. I am not sure what the final solution will be yet, but I will update you on what I decide.
And finally, as far as the aiming goes, I will try my best to improve this, since you are not the first to bring up this issue. I will be doing some research on the best way to go about fixing the crosshair movement and provide either a fix in the next update, or respond with my findings.
Again, thank you for your feedback and for playing my game.