I personally favor advanced factories for this game. There's a strategic trade off because they use up a valuable build spot and because it sounds like construction is a biggish investment. It fits the setting to have some places hyper advanced and specialized while other places are primitive.
Plus, when combined with resources being automatically available on a galactic scale, the players will still need to ship the more advanced troops from more developed regions to the frontier-y ones. If those factories will be expensive, it's unlikely that anyone will put them on outer - more vulnerable planets, just so that he can save a couple turns on troops shipping, neither will anyone waste money on spamming advanced factories on every planet he controls. This way the frontier worlds will be easily able to draft low level troops(build a barracks and you can levy as much militia or basic infantry as the resources let you). Also, blockading a well-developed planet, with high-tech infrastructure would have a sensibly grave effect on it's capacity to churn out tanks and whatnot.
In short, I like the idea too, especially when combined with the galactic resource availability.
As for my slightly overdetailed post on politics, since noone seems to be willing to comment, I assume it was too long/detailed to read/comprehend. Here's a summarized form:
In general, I envision the political side of the game to be the main money sink. Players would have to balance planetary development(expensive to very expensive buildings), house army upkeep(very high troop upkeep cost), duties to the republic(medium-sized contributions to the Republic's coffers, but growing with time) and manipulation of non-player senators(the more invested, the higher chance of success).
I'd like money not to be almost useless commodity, like in EoFS, but be the basis of Player's power.
The main way of getting rich would be to be given one of the Republic's armies to command. Those armies would be built and maintained from the compulsory contributions from all the players, so they could be much stronger than the faction's own.
Players would either make deals among themselves(non-enforced, just the general reputation among other players would be at the stake when deciding to break any agreement), or spend money to "convert" some of the neutral senators to back them up.
Those neutral senators could be "fully converted", i.e. enter "allied" status, which would effectively let the player control associated provinces and troops, as well as gather taxes etc.
The neutral senators would be a representation of all those parts and population of the Republic which are not controlled by players, and so, most of the rules concerning the senate would focus on governing the non-player senators' reactions to player actions.
In other words, the neutral senators would be the general will of the Republic. SPQR and stuff.
Players would be able to interact freely between themselves, making generally unrestricted deals(so the game should be able to facilitate exchange of ANY commodity - from cash to technology to whole planets and units), while the non-player part of the senate would present some much needed resistance to some more radical player behaviour(like resisting declaration of enemy of the state on non-rebelious factions).
The reasonin behind making the political this complex, instead of simply allowing war/peace/alliance/vote for ministry command, as in EoFS, is that having more important, while limited goods to fight for(army command, governorships, senator's allegiance), as well as more ways to pressure other players, and subvert their actions, is more conductive to sparking conflicts, crazy deals and betrayals and backstabbing, which is the best fun there is. Otherwise you'll get just a total war between factions, either with armies or economical.
With the Senate system, players can rise to power, but can be easilly toppled. Players can easily lose their leading position, but are hardly ever removed from game, or denied the ability to influence the events, and eventually regain their status.
Also, a small note re.money.
I'd like to see small denominations. No 5000gp per building constructed, more like 50. 2+ gp upkeep per unit. 100gp to convert a neutral senator, 25-50gp income per planet, etc.
Of course, we'd name it appropriately, instead of credits or gold pieces. Talents or somesuch.
(this is could use tl;dr itself. Anyway, some feedback?)