Good to see another Godot dev putting out a 3D game (though your project is *way* more ambitious than mine XD)
The amount of *world* here is impressive, but I have to say the game feels like it's missing some basic quality-of-life features - a speedometer and distance indicator for tracked cargo would've been much appreciated. I also don't like how the ship doesn't pitch up/down as you climb/descend. I know that maybe *technically* an airship *shouldn't* but I'm too used to flying mounts in Final Fantasy XIV; the lack of the additional direction signifier is jarring.
It also feels like the actual gameplay loop is slightly broken - the game was telling me I'd won before I ever ascended past the first three islands, though I still got a "Make final delivery" objective (never figured out what that meant), and even though I made it to Vaguely Island at the top, nothing special happened - in fact, it threw up a dock screen for "Sweetfish Isle" first, only giving me "Vaguely Island" after I closed it. So...given how much time the player needs to invest to make it that far, maybe make sure these kinds of things are working and not broken on release next time?
Speaking of broken, I think docking is too fiddly - feels like the hitbox for when the docking prompt shows up is too small and doesn't always line up sensibly with the actual dock. I don't think anyone would miss the actual docking animation, either, which just looks bad most of the time - skipping straight from pressing the button to the dock screen would be an improvement.
As an aside, I found the wind system equal parts frustrating and fascinating - it was annoying having to struggle against the currents to get where I wanted to go (maybe a minimap showing wind currents would've helped them feel less frequently like *obstacles?*), but it was neat how there was a system for tacking into them, and the particle effect itself was impressive. I'd love to know how to do something like that myself.