So far the core feels like GalCiv2, which is a good thing. The only bug I've noticed is in my starting solar system there were two planets with the exact same name; probably a missing uniqueness check. There were a few quality of life improvements that I think would be worthwhile:
1. The cancel production button being part of the available buildings list pane rather than the production queue pane feels a little weird to me. Upgrade on the buildings list pane is ok (thought maybe it'd make more sense for upgrade/demolish to be a flyout on the actual building in the world)
2. When my ships hit an event it'd be nice to have a zoom-to-ship button. When they're just picking up credits/upgrades for the fleet it's whatever, but when they generate a free ship that'd let me get to that ship quickly. I haven't yet encountered the other race in my game so I don't know if the events related to contact will pan the view to the event, but I'm assuming not, and that'd be another time I'd definitely want to see where we had this encounter.
3. The GalCiv2 paradigm of built ship goes in orbit as a defender, then can be pulled out to do things still has some discoverability problems. When compared to the Civ series where a unit starts in the city (and is a defender until you move it out), having this small orbit section of the planet info pane makes it difficult to realize that a ship is there and ready to use. Maybe an event notification on ship construction that could include an 'Ok' and a 'Launch' button so you can either leave the ship in orbit or pull it out so you can go colonize that rank 15 planet you just found.