A good game, but some comments:
1-There is nothing at the end to tell you how many points you earned.
2-Part of the fun of the old Space Quest games was that it was so easy to die if you did something stupid, like walking beneath an overhang where monsters lurked, or wandering into the line of sight of a sequel policeman. Here that isn't the case, and I think the game would have been improved if there were death opportunities. Three points that come to mind are wandering around on Planet X, Hal's security field, and bothering that intense mechanic on Deck 5.
3-There were two points in the game where the answer to a puzzle was not indicated by a clue. The bartender who reprograms the crystal, and the starship repair kit underneath the seat that was totally invisible to the eye. That's not a good design choice. On a related note, there were too many red herring objects.
4-The spy subplot was too obvious, especially with the note in the Janitor's cart.
5-The ending, where we find out how Roger passed the test to enter Starcon, was hilarious!