I can think of a few hypotheticalh fixes,
- For ships bumping into each other at warp, a predictive path for each shit could be assigned, so that friendly ship collisions reduce.
An easier alternative could be for friendly ships not to clip with each other, but this might be controversial.
- Deliverance engines in auto should: at a minimum, shoot at planets with enemies present, including it's own planet.
Novalith should auto onto planets without known planetary shields
- For deliverance engine manual control, life would be easier if you could select them from any level of zoom. Perhaps a "superweapon" icon appears with the number of deliverance engines/novalith under your control. When selected, it selects all existing superweapons. But the key here is that when a planet is targeted with a superweapon, the ones within range of the target will fire, once per click, eliminating the need to cycle through to find the superweapons within range.
- strike craft should follow existing queued orders, even if squad is wiped out and a new squad is spawned in. Other than forced aggro skills that strike craft may be vulnerable to, they should follow orders without wildly breaking into hitting multiple targets.
- "ships in system display" on the right: you could have a scrollable window that toggles to hide friendly ships, and another (scrollable) window below that lists enemy ships. These windows would be in fixed positions so no amount of reinforcement / exploding ships will juggle the positions around so much, all whilst providing clearer info in the chaos of a large battle.
- exotics have a whole interdependent system of research, structures, logistic slots balance, exotics types, racial advantages, quarnium associated with them. In order to build things/progress optimally during a game, player is required to micromanage exotics, sometimes to best prepare and save time before using them. This is a frustrating minigame inside of a great game. I actually find sins crazy addictive, and just started MP after clearing majority of your maps with full impossible AIs, but I imagine this mechanic alone could discourage the game from being more popular. But I don't know anything, just my opinion.
If you don't want to change it too much, you could make it so the refineries can be set to "autoproduce" up to certain levels of exotics. In addition, the UI displaying exotics in queue could probably benefit from being a "visual table" outright, where players can see the exotic and the reason it is being manufactured (if any) in the form of an icon as well as a progress bar. Shrink the 5 exotic icons while you're at it so we can see more of what is in queue
If you want to keep it but change it significantly exotic refineries could be set to toggle on/off the automatic production of a fourth resource. Existing mechanics with your current exotic system can be balanced around this.
A complete overhaul would be an entire discussion in itself..
- Auto-placement of structures could be a "point" you could set after picking a planet. Structures would group together there. In particular, healing defensive structures should be near starbases when auto-placed.
- As for the Planets UI, just display logistic slots x/y and defensive slots w/z. It eliminates the need to check each planet by going to the planet and selecting "build orbital"
Regarding unit balance, this stuff is far more subjective, but;
- Starbases could explore having more range, health, mobility like the orkulus (after all they are in space, and practically speaking probably do have a need for thrusters in orbit) immunity / resistance to disable effects (duration of debuff effect resist), and more damage / weapons. I'd probably suggest mobility, range, health, and maybe 1 additional set of weapons unique from existing ones. Maybe some PD ? (Can't recall of they had any).
- TEC enclave (I don't actually play this faction much) garrison ships should patrol their systems in groups, and jump to assist other systems in groups initially too. This is to increase their efficacy rather than trickling in to systems, and just feeding exp. There could also be another "superweapon" type icon like the one suggested above that shows up once you have garrisons, that let's you set their global settings from defensive roam / offensive roam / hold. Settings for individual systems is fine as it is.
- Advent are slow. Speed is pretty OP. Part of advent being slow causes them to almost be forced to go carriers. Kols are also heavily OP, and move fast with primacy's planetary item and culture (+ range aura) compared to radiance, at least in my experience.
- Advent culture effects could use minor buffs
- Advent resurrection and conversion mechanics are good, if not gimmicky unless against AI. Deliverance engines and resurrection do nothing for capital ships if i am not wrong. Perhaps add some minor effects on capitals, like minor regen healing friendly slightly (resurrection effect) or minor slowing of enemy attack speeds / speeds (deliverance engine effect on enemy capitals)