1) Random events need to be made more random. Right now it's just a balancing tool that rewards poor play and punishes good play. I would like to see it become a truly random event system where good things or bad things can happen to any player, human and AI alike, at any time.
2) More realistic research/production modeling by allowing worlds to do both at the same time. I also want to see the people populating a world working on their specialty exclusively. No more everyone does only one simple task at a time but true multitasking. Scientists only research, engineers only produce, security only secures, and navy only fights. The right person for the right job, just the way it's done here on good old spaceship earth (well theoretically at least).

3) Battlecruisers and Battleships! Where's our Dreadnaught's? Let's have some singularity age ships like battlecruisers and battleships with an additional slot each. I don't know about you but cruisers just don't have enough slots for all the cool goodies to stuff on ships.
4) Increase the number of researches needed to leave the atomic and fusion ages. I'd say we should need 25 techs to leave the atomic age and 20 to leave the fusion age. There are just too many atomic and fusion age research projects that should be studied before leaving the atomic and fusion ages so that when a race leaves that age it's pertty well grounded in that age's technology. In these two early ages there are just so many more techs to research that increasing the number of research projects will help ensure that each race gets more of each age's important researches in before going to the next age poorly prepared or having to go back and do old tech research just to bring something up to tech snuff. I also think it would help the AI to be more well rounded in their research as I've seen that they do a poor job of researching some very important techs.
5) Make the AI better by making it research and produce world enhancing techs like labs, research centers, nano factories and replicator facilities. I've had numerous visits to alien worlds to destroy them and I've never seen these tech items in the world slots. I use them extensively and they sure do help increase a world's research and production capabilities and I consistently outresearch and outproduce alien races mainly because I have those world enhancements and they don't. I see that the aliens build lots of weapons on their worlds but they are more a waste of production and money than if they invested in good world infrastructure. I've seen that they all research and produce surface mining tech exclusively and that is the end of their world enhancement.
6) Some kind of automatic riddance of some unneccessary artifacts. While the ram shield, storm and lighting dissapators and other artifact sentinel destroyers are useful in the very early stages of the game, they are absolutely worthless after all the artifact sentinels are gone and they just clutter up stuff. It would be nice if they disappeared after the last artifact sentinel has been eliminated. It would also be nice if there are fewer of these artifacts in the first place. I'd rather see some more useful artifacts like instant ships, colonies, researches and populations and 25% production increases, upsize starships, and those really useful artifacts.
7) In the advanced game I'd rather start with a huge type-1 world rather than a large world. That is the one thing that has led me to go back to the intermediate level with challenging pirates. The advanced level with challenging pirates is a bit too challenging as the pirates tend to get better stuff way faster than I do because I have this wimpy world to start from and can't research and produce fast enough to keep up with the alien Jonses. I actually enjoy playing against the better aliens at the advanced level but just don't like being hampered by the smaller homeworld.
8) Improve the interstellar standoff routine so that it is easier to see the shot striking the target. I've tried many times to get this right and haven't yet figured out how to accomplish it and the manual is rather short of how it is done correctly. When the targeting screen comes up and you select a target then that target should automatically become the focus unit and when we click on the fire button that target world should stay in focus rather than jumping back immediately to the world that shot the shot where there's nothing to see in the first place. I can see the city that I target have a small white spot on it desginating it as the target but I've never, ever seen the interstellar standoff come in and strike the city because the program jerks me back to the shooting world as soon as I shoot. Going back is always too late even at 1 speed and paused.
I guess that's it for now. Hope some of these are popular enough to get included in the next patch.

Eric Larsen