... I would really like SOME element of surprise, or connectedness ... Right now the four areas do not link, and force a separation that is NOT found in real science.
By deliberate choice. Non-branching tech trees is the Tao of Stardock. I'm fine with that; I don't expect one game company to cater to everybody's whims (even mine). As some posters repeatedly point out, Stardock is just one game company of many in the open market, and if these posters think those other games are more fun, then thanks for visiting 
The tech tree should be more intertwined and cross correlated.
I would also love there to be 200 or so Random just for fun "breakthroughs" that the player has a 0-20% chance or so of discovering at random.
I agree with the graphs (because I'm a graph geek), but I also see that a graph-connected tech tree is itself a hackneyed same-ole idea that many other games have already done
I suspect that interconnections makes AIs more difficult to envision. How strong are the AIs in those other games?
I love the random breakthroughs idea. However, it seems to require (or assume) a vast sea/pool/library of possible-techs, so that you could realistically sample 200 of them without depleting the pool (of ~500+ or so?). Now -- you also want the game engine to magically grow dendritic connections between these random techs, to dynamically create nonesuch tech paths? Gosh -- that'd be a whole separate computational engine on top of this vast library of techs, right? That sounds like a dev sub-team of 3-5 people already. Would the extra sales to non-diehard players really pay for that kind of investment? (If so, then there's a business model for a new game company!!) But we return to the same killjoy brick wall that slaps Stardock et al. back to cold reality: How does the AI compete with you? (equivalently: how does a dev write such an AI?) That's ... a big can of worms, which strays perilously close to open (unsolved) issues in AI, CS, and code development. So ... do you just ship a nerfed AI that plays dumb, and shows no AI-cleverness to exploit its own random-tech tree? Or baldly let it cheat?
Paradigm shift: The human player (that's me, you, and the previous guy) is Not The Sole Stakeholder. Stardock cannot just cater to us. Human gamers will always stray toward wanting things that we think is fun for us, without considering whether it makes the game intractable as a dev job. Somebody has to draw the line, and it's probably those who have career years invested. Hence Stardock has deliberately (and wisely, I think) circumscribed the scope of their task in certain ways that may make it "dumber" for the human, but simpler for the AI. I can live with that, at least long enough to give it a fair chance and assess whether a butt-kicking (, wiseass-cracking, oh-burning) AI can outweigh a relatively simple tech tree.