If Midair is a direct copy of any aspect of T1 it is a cheap Chinese version that gets everything just wrong enough so that it still functions but not well. If they can refine the game it will be ok.
I didn't look much into this beta, they raised $128,000 from the kick starter campaign with the number of people that payed the money to get in the closed beta which just started I find it odd that there were about 60 people online total in all the servers.
They need the game to look a lot better and get some youtubers and streamers to try it out, having Total Biscuit on board for T:A helped get them some more money. The game really needs to be refined before that, just the look of it will stop most people from buying it, people that spend a lot on graphics card aren't going to be interested in game that looks like a game that can run on a phone or a tablet.
Not sure where the team spent their time on the game, lots of little options would help.
-not having the character being rotated automatically when using an inv station, nobody likes the loss of control of their character in a game. It was dumb decision, but having an option in game to turn it off would help.
-Zoom distance changes, T1 had it right when they put the box up on the screen so you could cycle through your ranges while not zoomed in. Even putting text on the screen saying 2x, 5x, 10x would be something but the box was the best for visual and intuitive. The fact it resets after you stop zooming is a pain, maybe they are still working that out but it feels tacked on by someone that never played tribes. In T1 it worked because you could spot your target, set your zoom, zoom and fire and go back to that same zoom distance to track that target. In Midair you zoom, adjust your zoom while tracking your target and either have to stay zoomed in while reloading for the next shot to stay that zoom range, or stop zooming in reload, zoom in and readjust the zoom distance. It feels awkward in Midair.
-icons for players need adjustments, even ea added adjustments for player icons with size, opacity and with another set of options when you look down sights. Can be adjusted in beta so isn't a major issue if it is solved.
-deployables are too difficult to see, and with weapons not having much splash damage the team that has some people setting up turrets wins. Shouldn't be difficult to fix in beta
-Mortar needs to feel like a mortar, right now it feels like a slightly more powerful grenade launcher. Like the other explosive weapons in the game the splash damage seems too little for a game with people moving very quickly. The range it fires doesn't seem far enough, and ammo seems low, although they may want people to deploy a station if they want more than 10 shots
-plasma gun seemed fine from what I saw
-chain gun has the very slow first 2 shots that makes it feel like it isn't working, very strange windup for a video game gun and doesn't make any sense
-crosshair options are needed, makes a major difference. Overwatch has recently added more options for theirs and it makes a big difference. At least give 3-5 options will help, all games do that.
I like tribes style games, I do want this game to succeed. I put lots of hours into all the tribes games over the years, even the ones that weren't good were better than nothing but if nobody plays this game it is pointless anyways.