Playing an Immense game today I noticed a couple of things.
First, if one builds a second starbase near a relic, if you build relic mining modules on the first one you can still build them on the second, but they do nothing. This makes perfect sense as otherwise would be way OP. I note that if no relic is in range the relic mining modules don't appear in the module choices. In the case I mention, they should not appear in the modules available list for once they are built on another starbase. It's a very small thing, but when one is playing a big game, one needs all the help one can get. It's frustrating to build useless stuff, and checking everything twice is very time consuming.
Second, and also not a huge issue the problem that arises when one needs to shift around the production scheme temporarily on a colony. Say I have decided to focus on cash in a particular colony. I build a bunch of markets and set the wheel to mostly cash, leaving a "hole" for a financial capital when I unlock the tech. Comes the day it is unlocked. So what I want to do is build it ASAP. So I shift to 100% manufacturing. Now I need to handle the situation when it is finished. One way is to make sure there is nothing else in the queue. The game will then go "idle colony" and I can fix it. But suppose I had a queue already set up. Then I have to delete it and recreate it. It seems to me like there ought to be simpler way.
I suppose a "priority build project" might be a way. If designated so, manufacturing and social production is maxxed until it is finished, and then everything reverts to the previous settings. Actually thinking about this it could be used quite a lot, not just for super projects.
One of the real attractions of GC3 is the ability to play big games, and it is dang hard to keep track of stuff, lol. So every little bit helps.