@Unforeseen: It will be in the future, but until now it has been about 1 update per day (except for today

) and some larger changes might be coming as well, with more tech projects and I have barely scratched the high tech screen so far.
Already sent a pm to Erik asking for an additional dummy variable in the facilities file, to introduce/differentiate something like "national wonders" (in civ terms, essentially 1 building per empire, not 1 per galaxy).
For the future another Beam weapon may take the place (graphics effect slot) of the titan beam. But with 2 pulse and 2 energy stream weapons already (non racial), I dont feel it is a priority for now.
While I dont like the concept of superweapons in general, I recognize that they can be found in ruins and tech should not be confined to luck. So I will introduce (vanilla)/reintroduce (Extended) them, when I add more research projects for other parts. With the sequential IDs and my priority of keeping the mod easily extendable for racial techs/different mods, this is actually quite an undertaking, so I try to do it in one go.
@Tehlongone:
I will do this in the future. For the shields I left the line behind the standard corvidian shields free, even when I adjusted the techs in the last update. I m not sure whether to introduce the Meridian, or simply extend the corvidian (or what they are called) to be the middle ground between the 2 extremes.
Also note that most shield recharge rates are about double the vanilla values, still an ongoing process of tweaking.
I try to leave most of the racial tech balancing to the race modders (eg Haree78) in relation to the base game. The stealing is a problem though.
Generally I dont like the idea of race techs, that defies the whole concept of technology. They should just get standard techs cheaper and with different effects (weapons). But that would require tinkering around in the components file.
@AnddyiRaynor:
Yes, the construction seems a bit off, I m not sure whether to make more steps in that line, or just lower the level of the 300 size tech or so.
The colonization costs are also a problem not solved yet. The main reason behind the reduced costs was, that the AI was shooting for it, but especially with higher base research costs (even 480k) it kept them off other techs for so long.
I would prefer it if I could divide the ability to colonize from the possible colony size on that type.
eg you can relatively early on colonize a desert planet, but it would be stuck at 100mio people or so until you research much more costly techs. That way you can have something like an outpost, but it would cost you financially (biospheres are costly).
Maybe I try to tinker with the tech based colony growth rates as a bad workaround (migration will put that off in the mid game anyway).
I will also probably increase the costs of the non base colonization techs again.
The 2 specifiable tech priorities are indeed not optimal, but I leave that issue to the race modders

and try to work around it in the research file.
Like I did with the medicine line I will introduce steps in between if I moved a level 1 tech to level 0.
Generally,
I want to mod as little as possible in the components.txt for now, to make it easily adjustable to other mods. The research.txt is enough work for now.