I think the biggest problem is the fact that you can only complete one mission per day, and you can't pick which mission it is. So you one of three situations: a) you get the mission done quickly, and now have to decide to either self-destruct and go shop (possibly), b) fail quickly and have to choose to either end or keep going, or c) take very long to either fail or succeed on a mission. None of these are good feelings.
If we could have three active missions at a time (similar to most other endless runners or launch games with missions) the progression would have felt better.
Why is the first row of weapons the most interesting? Let's see, you have a fast firing weapon, a slow weapon, a DoT weapon, and a spread weapon.
Last row? Hmm... 3 fast firing weapons, a homing weapon, and a I win weapon (seriously, the dps on it better than anything else, since enemies get invulnerability frames after hits, so fast firing weapons are actually useless). Basically two choices. Why not add more effects to weapons on the last row?
The view feels too close in. If it was zoomed out a bit, I feel the game would play better. You would have a better idea of where enemy ships were in relation to yours, as well as actually make homing weapons worthwhile.
Pro Tip: You don't have to wait for the last shot's animation to finish to launch your next one. You can use this to knock over walls that would have stabilized if you waited to the animation to finish.
Good game, but you definitely need a way to cancel discards (for eg. memory serpent). If you accidentally click on a card that has discard as a cost, you can't cancel.