Anyway, on a different subject, it looks like the AI is getting some legitimate improvements: dev diary
Oh thank god. That dev diary is actually pretty uplifting to read. One of the AI's biggest problems (in addition to it just, y'know,
fundamentally not working) was stuff like building weighting. Some buildings just not ever being given an AI weighting so they're never built by the AI or considered as an option.
Reading it suggests they're actually addressing the AI's core issues. Better yet, they're doing this without (it seems, at least) band-aid fixes. Like just doing away with buildings weights entirely and have the AI dynamically evaluate building options on an empire-wide basis rather than a planet-wide one. It's amazing they've let it get this bad, but this is actually very hope-inducing.
Different FTL types was a nice feature but I definitely agree with their choice to remove it. Sure, it is easier to maintain, but things like that destroy so many would-be options for development. It's easier to make interesting and fun content when your baseline is just one thing -- the hyperdrive in this case. Stuff like making the jump drive a much more noticeable change to the game. Hyperdrive-only makes the "terrain" of the map much more important since now you can have actual chokepoints and bring in more tactics with defense and attack.
It's pretty unfair to say that they only removed other FTL methods because "they can't be bothered to support multiple methods." Even if there were no noticeable benefits to the change to players, cutting down requirements in maintaining other systems is extremely legitimate. If developers have to spend less time going "wait how will balance be affected by this new feature and warp/wormhole drives?" and less time making sure the systems play nice, that's more time spent on developing other parts of the game.
It's extraordinarily tiring to hear the narrative that "developers of [game] did(n't) do [this] because they're incompetent and LAZY!!" It represents such a core misunderstanding of game development behind the scenes.