Word of caution:
Most of the changes to TKS will be quality of life changes and some imports from Yellowbonnet, such as the ability to name your ship and your captain. A number of the more sweeping changes that have been suggested on this forum and in other places will find their way into the commercial version of TKS which is projected to be larger, more complex, and use different mechanics for a number of elements. That said, we welcome all suggestions: what we don't use for TKS 6 will find their way into the commercial game.
As to comparisons to other games: I honestly can't speak to that; I've read up on Smugglers, and once I have enough money to buy a copy intend to try it, it sounds neat. I vaguely remember Elite, but I don't remember if I actually played it, or again, just read about it.
TKS was meant to emulate games such as TaiPan, Egypt Trader, and the like in a science fiction setting. It got much more complicated than most of those games, and some elements took on more prominence than I had intended. The combat is one aspect that many players wanted to have as a larger part of the game.
Aaron and I are both gratified that it has achieved what little notoriety it has; it was a labor of love. Aaron wanted to use it in a technology camp he was helping to organize, and I wanted to put a free game into the market to show case some of the ideas inherent in our setting. Thank you all for the responses, the criticisms, and the suggestions. They made TKS 5 a lot better and will improve TKS 6 as well. When big brother comes out, I hope that it will satisfy and show off your contributions to your satisfaction.