Guessing that some of this is in-train. But my big bug-bear from the GalCiv2 was the amount of time wasted trying to upgrade Starbases and the time wasted in constructors going from one SB to another cause I got confused and had too many going to one and not the other (the problem really shows up when you have 10 plus bases).
An auto update on a planet that produces constructors, so that they go to the nearest starbase and upgrade it, or something to remove the tedium of upgrading starbases. Or an "order" like "explore, etc." "Upgrade Nearest Starbase". These systems would need to be intelligent, so that the game knows that if Starbase 3 has 5 upgrade slots (or 2 slots and 3 that will be opened by the first 2) that it won't send the 6th constructor to the Starbase 3 (assuming equidistance). The obvious limit here is tech improves will open more starbase slots. So there needs to be some kind of indicator that a Starbase can be upgraded.
Show global profit/loss per turn on the main screen (i.e. not only on mouse-over)
Replace “Eject Ship” with “Launch Ship” on a planet’s fleet window
Is it possible to intelligently map usable hexes over a world’s surface, so that hexes in the middle of oceans aren’t used before hexes over land?
There currently is no update when a planet finishes building a starship
Survey ships discovering credits in space, those credits aren’t always being added to the total pool of credits (or I may have missed the addition, can others confirm?)
I think that the + before an amount for “Manufacturing Cost” is confusing. It infers that building this item will add to the overall cost of something, not that the particular build, a Colonial Farm for example, cost 20 credits.
Ship Building:
An orientation access display for each object and the entire field of view would be useful, just like in 3D cad programs. So you can know which access you are rotating in relation to other pieces.
The ability to lock parts