The only gripe I have is that you can find lots of useful heavy weapons out of sequence with finding a gyro stabilizer.
Or, find a gyro stabilizer way too early for it to be safe to wear around while you look for heavy weapons.
For instance, yesterday I found a gyro on floor 1 of the military tower, but no heavy weapons until floor 4, at least.
By the canon of the "Aliens" universe, the Smart Gun has the gyro stabilizer built in as an integral component. You don't need one without the other. By comparison, the grenade launcher has no need of a gyro stabilizer, because the gyros entire purpose is to keep you from falling over while the smart gun aims itself and fires at a high rate. Since the grenade launcher is pitifully underpowered anyway, maybe it shoudn't require the gyro at all (it certainly didn't in the movie)
Also, rather than making the smart gun what is basically a two component weapon (three if you have to count building up a worthwhile supply of ammunition), perhaps it should have the gyro built in, forcing you to strip your heavier armor to wield the bulkier weapon (keeping the post heavy weapon attack/defense balance). Maybe this would unbalance gameplay, but it would match the concept of the Smart Gun better than treating the gyro stabilizer as a completely separate component.
Perhaps to maintain balance with a "more obtainable" smart gun you reduce the player weapon capacity to a sidearm and a primary weapon (that could be light/medium/heavy). I think in the movie if they were toting a smart gun...that was it.
While we're at it, how about a flame thrower? Maybe that could be combined with the addition of "breeding rooms" full of eggs or something that could hatch when disturbed. It would be safer and more efficient to torch the room that to shoot the eggs and induce the remaining eggs to spawn juves.
Anyway, it's a great game so far. I killed the queen after a few tries, but was mauled during my escape. I think that would be the crucial use of the motion sensor. If all the aliens are immobile unless found on the ascent, then that's fine, it shouldn't do much to expose the unexplored areas. But on the way down, with all hell breaking loose, it would be good to detect a "safer" route to the bottom of the complex. Also, if it only shows blips on the map, then you don't know the strength, just the quantity.
I'm looking forward to any upcoming improvements! Thanks for a great game.