The game can't support simultaneous turns because.. why? That is the one plus of a lack of tactical battles.
Because then it wouldn't be a TURN-based game.
Not being snide, but once you get out of the lockstep idea of having only one side be allowed to perform an action, you start to introduce all sorts of problems of synchronization and "who gets to do what first" issues. That doesn't even bring up the issues of automatic moves.
Frankly, once you've gotten out of the locked turn concept, you might as well move directly to Real Time, because the problem is actually easier if you go away from player-defined turns, and step directly into automatic milisecond turns (which is how RTS games actually work).
Overall, I think the best compromise here to accommodate large numbers of human players would be to strictly enforce turn time limits. I'd say 5 minutes, max. That encourages good automation and management by players, and kicks the feet out from under the micro-managers.
At best, for "simultaneous" play (that is, allowing other players to take actions out-of-turn), I'd vote for allowing only NON-SHIP actions; e.g. managing your planets. I'd probably not even want to allow initiation of trades (i.e. only the "active" turn player can initiate deals).