1) Shipyards are too expensive. Constructors are much cheaper and you don't have to move the shipyard to where you want it after it is built.
2) love the 50 turn on resource trading.
3) Pirates are OP. I am still building my first warship, each pirate shipyard has 5 ships fleets (10 beam/20 shield/125hp), often in the same system as one of my planets. I feel like I am playing Raging Hordes in Civ. Now add in how LONG it takes to build shipyards to build a fleet to kill the pirates...
4) Pirate shipyard should remain visible on map once you find them, so you can route around them
5) too few minor races for larger maps.
6) Social Matrix still bugged, gives a double boost to manufacturing.
7) Takes far far too long to repair battle damage at 1/ turn, esp with pirates.
8) Money is very scarce in early game, esp on larger maps where you have not encountered anyone to send a freighter too.
9) 1 sensor pack = sensor range 5. 2 sensor packs = sensor range 10. Why bother building tiny scouts when small explorers reveal 4x as much of the map, move 4x as far, and 2x as fast? Also makes range limits less relevant when you can see 10 beyond your range.
10) no icon for Ion Drive
11) "Prototype antimatter" is 70/50 in size with 3 defense components
12) "prototype scout" does not have sensors
13) Survey ship starts with armor, yet pirates use beams
14) Rushing / upgrading is still too expensive, and starting cash is excessive.