Hi, I will perfectly admit that I picked up the game... like 30 minutes ago but I've quite liked what I've seen so I wanted to mention this since it's the biggest "snag" I've hit so far.
To clarify how I'm using the terms in the title, "meter-based" refers to an ability like Glider's Wingsuit where you have a meter that you can spend mostly freely whether it's full or nearly empty. "Cooldown-based" refers to abilities like Glider's Rocket Salvo that have one or more discrete charges that can be spent before having to wait on a cooldown before using them again.
As it is right now, the Wingsuit and Rocket Salvo share the the same UI language despite the meaning being slightly different and it's caused a few hiccups so far playing Glider. What I mean in specific is that when quickly glancing at the abilities or looking at them in my periphery, the bright green color and partially filled gauge for the Rocket Salvo means it's completely unable to be used, whereas the Wingsuit it is able to be used (picture attached for demonstration), and may be even mostly full. Because the bright green color is what stands out the most and it's hard to read exactly how full the gauges are for the abilities, it's what I latch onto the most to tell me whether an ability is ready to use or not. This is a problem because I find myself either not using the Wingsuit when I have it available, or trying to use the Rocket Salvo but failing because it's still on cooldown. I think having slightly different UI language for these abilities would be helpful in distinguishing this. A very related aspect of this is that Glider's Wingsuit is unable to be used when below a certain threshold of meter, but there is no indication how much this is or when exactly it's able to be used.
(cont. in message under post)