With the alloys + trade value + 3 main uncommon resources, they've added something the exploration system deeply needed: loot. Seriously, I could never go back to minerals/credits/food at this point.
I do have some eco complaints tho. Orbital research is really inconsequential relative to planetary research, its still worth getting but I'd honestly prefer if there was some decision making involved with orbital research. Since its now the only manual way to specialize research beyond pop traits*. On the other hand planetary special resource harvesting is in an odd place right now. Since the harvesters are identical to the synthesizers aside from inputs, your mote trap isn't REALLY making 2 motes, its producing 20 minerals. Which is... great, true, but not what you'd intuitively expect resource deposits to do. I'd prefer if synthetic production was either less space efficient but also less costly, or if there was a universal resource harvestor that would just grab everything.
Alternately, it would be cool to have special resources that can only be harvested by having enough of a specific district. So the 3 uncommon resources could be gained by mining districts, and then maybe there could be bonus food/pop growth/happiness resources gained from agriculture, and tech bonuses from generators. So like you'd go to a planet and it would have like, I don't know, "electric volcanoes: +5 physics research". And your first generator district would just produce a volcanologist job in addition to what it normally does. Would make planets a little more special. Only question would be if there's more than one resource how do you decide which order they're assigned to districts, without cluttering the interface. Maybe the job could just be there and you don't need to do anything to access it.
*although I think the devs have consciously made society research the only one that can be boosted easily, because it has no techs that improve ship military power