...my main concern is leading new players into someone else's Ooniverse.
These kind of lists are, of course, problematic in that concensus is highly elusive.
Having said that I think it is actually the ambience and entity oxps (speaking generally rather than about Norby's list) that are the most ooniverse altering, although some equipment could fall into that category too... This beginners list seems to be more about making the game less 'fiddley' at the start by addressing potential frustrations such as docking, mass-lock and even finding the station and so is very much suited to the beginner who never played elite.
To some veterans those 'fiddley bits' were all part of the charm but consider that the typical journey from entering the system to docking at the station often takes much longer in oolite, with far more mass-locks. So fluffing your docking attempt after making it to the station is likely even more frustrating than it was with elite.
I would have serious doubts about ILS, Target Autolock and ReverseControl, as these will inhibit new players from developing necessary skills.
Well, they'll only need those skills should they decide later to uninstall this collection - by which time they'll be more familiar with the game and have less things to learn at once. Maybe I'm missing the point but I don't see the problem here...
Suggestions are welcomed, but please consider that I plan another addons package for compentent players also with more recommended packages which should make another step in extending the game when the player completed the possibilities of this first round.
I think the proposed 'competent' package is likely to be far more debateable in terms of content because, as a player, once you've got the basics sorted out it really is about making the ooniverse your own as Cody suggests. Although if a player liked your beginners package then why wouldn't they like to try your competent one? They'd likely feel that they trusted your judgement by then.
Suggestion: If you're going to do a competent package then I'd suggest breaking it up into themes, e.g. shipyard (ships and equipment), stations (dockables and markets), missions (missions and oddities), then each (smaller) package will address a clear theme - much as this beginners one does. The player can then address what they feel is missing rather than expanding many aspects of the game all at once.
Just my opinion of course, so feel free to ignore