Cue the new blog category: Deep Reflections! During these times I will explain the deeper reasoning to decisions in my games. Who knows, maybe this will extend to deep reflections of other games and areas as well.
In any case, let's begin our decent and go deeper...
While this is an interesting and valid UX, it is not the UX I want for my players. The strategic positioning gameplay is much more akin to the slower pace of Space Invaders. The Qualdrin I want has more similarities to Galaga, Gradius, Thunder Force, etc. (not including "bullet hell" games). Those games favor high mobility, rapid fire, and resource management. This is reinforced by sporadic waves of enemies, having reliable rapid fire weapons, and a limit (usually ammo) on powerful weapons like bombs or missiles.