Endless Space is pretty good for tactical design, choice of weapons or engines, long distance ship once free lanes are researched and you have a hero who can multiply them, but it's also a bit different, more prefab, scratching different itches to galciv, galciv was always a more open graph to fill with whatever joy you wanted, aesthetically ugly but also completely 100% freedom.
If i were to simplify something in galciv, and i don't in general ever want this for any game because the concept is absurd, but if we're measuring by overproduction / complexity as a metric then i'd simplify the planet map, opt instead for the ES2 style of just letting folks drop whatever they like on a planet, you already have base resource factors, contributing planet resources and citizen training so not much need for surface configurations after all these mechanics are put together. I mean are you really NOT going to build that extractor on top of that exotic resource? tetris/adjacency bonus configs feel more tedious/fomo than fun most the time and almost always result in having to tear everything down at some point and build it back up to support a superior civ that is no longer scrambling, but dumbing down the ships is weird, that's how logistics and tactics are teased out in the "active layer" of the game, whereas planets are passive and for some reason have tonnes more control (the argument that planets are passive is supported by the fact that you can entirely automate them), that just seems like a recipe for a super boring game (and it is at this point it's like watching paint dry, absolute glacial pace of game, by the time a ship arrives at destination i have no idea what i sent it there for lol, i started writing down goals lol! whereas in previous galcivs i strive to research engines and hulls to speed things up).
I mean if somebody could explain how it makes sense I'd be welcoming to try to understand it, but nothing about reducing ship configuration diversity/complexity by reducing build weight granularity to single digits makes any sense to me for this game, it all but destroys the active layer of the game by creating a monolithic homogenous set of ships you'll endure for 300 turns+.