I will do just that, once I get more of a handle on the mechanics. Finding balancing production a little hard at the moment - earlyish game, I am not short of mining worlds, and with a few terran agricultural worlds I can support plenty of colonies, but then I am left with little raw industrial power. I assume as my tech advances my production capacity will be enhanced.
What I like best about this game so far is how it merges the core best bits of the MoO series with other little bits that other 4X's do well (like GalCiv, Space Empires, Stars! e.t.c.), and then run in real time - turns always feel so clunky to me. There is just the right amount of automation - I can set things in motion, and they will generally take care of themselves as I want, but it is easy enough to tweak as required - the autocolonisation is a good example of this. Hopefully espionage will work well when implemented. I would also like to see some degree of race customisation, but appreciate how hand that can be to implement and then balance - this was pretty much the only thing the out of the box version of MoO3 did well. Had you considered increasing the number of planets per system (2 to 3 seems the norm for me so far and that feels a little few, though the diversity in types and classes is nice), or some system of moons or minor bodies? A colony on a moon of a gas giant would be kinda sweet. So far I have only played as humans (I do tend to do so a lot in my 4X gaming...) - do all races have similar habitability requirements? Again, the MoO series did this quite well, with some races needing gas giants, some needing small airless rockballs, and so on...
Oh, and an odd "bug" - On the galaxy map, if I have a star system selected, when unpaused, time runs much more slowly than if I have a ship selected, when time will literally race by. Time runs much more smoothly in all other screens. Odd?