All of the following comes with the caveat that my empire was entirely wiped out without warning by Finnian before I got bored of testing. I take this to mean Finnian enthusiastically volunteers to finish hunting down the bugs I was looking into and running the tests I had in mind

General Thoughts/Suggestions:
- I like the efficiency metric and it does appear to be fairly well balanced.
- It was unclear to me if chains of trade hubs could effectively move resources from one end of an empire to another over several turns (assuming each hub was connected to the relevant resource inputs). This should be tested (especially for bugs).
- I'm unconvinced planets should starve/die off quite so quickly if they lack resources. There is basically no time for a person to respond if it happens when they are not around.
- I'd really prefer options to move a set amount of resources / watch in addition to a set percentage / watch.
- Buying NPC ships is too easy to exploit. There should be a limit.
- I would like to see resources required to build planetary items such as arcologies.
- Empires are far too brittle. Even a smaller empire can ruin the economy of a vastly older/bigger empire in about a few hours by taking only a small part of their network. A larger empire can entirely remove a smaller empire in minutes with little effort.
- There needs to be some mechanism that levels the playing field. There is no point in playing a game where a small number of old empires wipe out every new player. This is particularly discouraging to new players who invest significant effort into a new game. One could do several things about this: A. have a regular schedule for new games and/or a 'final' scoring date for each game. This way new players won't start completely behind. B. Add metrics that slow down player vs. player attacking (cool down timers after taking a planet, jump interdictors that can be built, a freeze button that halts hostile activities while a player is away, slower jump ship movement, older empires cannot initiate hostilities against younger empires, etc. C. every empire starts unconnected to every other empire and only through probes/connect mechanism is a route to another empire established.
- I'd really like to see more action and/or buildable structures in deep space.
- Empires should only be
- You should be able to import/export ships at regular intervals between planets (reduce the grind).
Crazy Ideas:
- 3D world! Instead of a 2D map make it a 3D map!! 2D graphics are totally fine

Bugs:
- Planets fail to produce enough life support and related supplies (e.g. air filters) on hostile planets if they are food planets that export to a trade hub. This seems to happen randomly over time. A planet should never be exporting if it is running short on essential supplies.
- The trade hub fails to import sufficient quantities of supplies from planets with large stockpiles when there is a shortage.
- There appears to be a chromium integer overflow though I'm not sure if it was an import/export problem or a production problem.
- There appears to be integer overflow issues with trading of jump and starship components. This appears to be resolved if you set the export values to 0.
- Fleets didn't seem to take orders during combat and often issuing orders broke the web instance.
- Web updates every minute tended to result in only a 30-45s window per watch in which the game wasn't frozen.
- There is no combat / communications record.
- There is no master list of fleets/planets/etc.
That's all I have time to write tonight. More later as I remember / think of stuff. Please understand I can no longer take a look at my empire to check things and/or remind myself of ideas I had.