Savage, I personally define an RPG as a game where the focus is ultimately on your character. Going up levels, gaining new skills, getting better equipment, etc. An adventure game, in my mind, is a game that is about the story, and your character never really changes.
Volusianus, I would actually upgrade the systems before the "inherent" characteristics of the ships. Personally, as I said in the previous post, I would consider the late game ships to be the upgrades of the satellite ships and never upgrade the satellite ships at all. But if there were going to be upgrades, I would rather see the weapons/devices upgraded than the ships themselves, and in meaningful and noticeable ways such as a single shot gun upgrading to a mutli shot gun, etc. Upgrading the inherent characteristics of ships as simple as those found in Star Control or Subspace more transforms the ship into a fundamentally different ship than upgrades it. These simple ships are largely defined by their speed, turn rate, health, and energy recharge rate/weapon cycle time. I would avoid changing any of those qualities as changing those qualities really changes what the ship is, it isn't really an upgrade, it is more of a transformation.
End of Kavik_Kang's quote
Ah, see, I think this is where some of the confusion lies. What's being taught in a lot of game design curriculum now is that a character, in terms of game mechanics, doesn't necessarily need to be a "person" per se.
Take Faster Than Light (FTL for short), for example. It's certainly a roguelike, but it's also an RPG, but what is the real representation of YOU, the player? Is it the crew? Certainly not, I've finished a campaign with a crew that was 100% NOT the same crew I started the game with. So the only other conclusion is that the SHIP is your avatar, for all intents and purposes. In the same way, sure the captain is you, but so is your flagship. It's as much the player as the captain avatar is.