Adding the no tech trading option in 1.1 is a nice touch, but there is a community of "middle ground" players who think tech trading is good, but overdone.
I want to see some suggestions for handling it in between the two options.
My solution:
1) Transfer cost for tech trading. The cost would be equal to the weeks required to research*100, with a random reduction of 0-50% for creative races...
2) Acquiring techs through trade lowers your tp gained in the turn by half the value of the techs gained (tp cannot go negative)
This would encourage only acquiring one tech/turn..