I just began a new game and I have some observations.
1. The new production list is much better than the old one due to its smaller size. Thats great. But the icons IMO its still to big. I would make them smaller, maybe half the size. Especially if more ship designs are added, it still could become too "scrolly."
2. The Orthac (those mansized bugs) attacked one of my ships (escort cruiser vs lt. cruiser) and I got no message about a combat, or any option to fight it out in the tactical mode. The only feedback I had was that my lt. cruiser suddenly "disappeared" from screen and when I clicked on the escort cruiser from the Orthacs which was in same system it was damaged. I guess this is a bug.
3. Good that we can now choose between 3 different galaxy sizes. Maybe you could introduce a text field were I can enter the no. of systems i want manually instead of clicking the system button 50 times up.
4. There need to be a visual feedback which planets I can reach when I click on a ship. (maybe a semitransparent sphere or so?) Additionally I strongly suggest that you introduce a tool where I can premeasure the distance between any 2 planets. MOO2 had such a similar tool in one of its patches which you could use if you press f10 or f12.
5. I have no idea which planets are good for my race and which not. Maybe I am dumb but I didnt find any infos about this topic anywhere. The game dont give me any data about this. the only info I get is uninteresting and irrelevant for playing like Orbital period, climate zones, solar days and something called "debug" (what ever this is) I dont even know if the type or size of a planet influences the slots I have for my factories or if it influences the population cap or not.
So is it better to settle barren worlds or is it better to settle ice worlds? Maybe only earthlike worlds, I dont know. The game dont tell me, there is no wiki or even some manual about this topic. Maybe you hide some information in the description of the race but its tediuos not openly knowing the data because usually I am not that interested in the text fluff and I read it only when I have time. I would suggest that you include either accurate data about planet colonization priority for each race or that you make a color coded system which gives the player some feedback which planets are good for his race and which planets are a priority for the AI enemy to colonize. That lack of data is one the 2 bigger problems in your game IMO (the other one is the presentation of your tech tree) because it does not promote strategic planning by the player. (strategic planning I am sure is where the fun for most gamers is in 4x games)
6. Which leads to the presentation of the tech tree, the second element which I dont like in the game. I really I hope you find the time to fix this, because its simply not fun to tediously browse through hypertext windows like in 1990 instead of a modern easy to use 2015 presentation.
I would also STRONGLY suggest to fix your technology text by STRICTLY seperating fluff and crunch. (eg description text what the tech represents in the game world and hard game data like damage etc.) Only narrative roleplaying games do this nowadays. In other games its a no go to mix those two.
For example in Laser tech you write in the same description: Deals 1-10 damage (crunch). A basic weapon .... (yadda yadda fluff which I really dont want to read but have to read because maybe you hide some info in it. I find this boring. When you want to write scifi/technobabble fluff thats ok but please make it seperate from game crunch data so that you dont FORCE the player to read it in order to get hidden crunch data out of it)
Additionally many technologies dont have good crunchy description which explain what they do in game. Again an example is the Laser: I dont know which ship classes accept the Laser as weapon module for example, so I dont know if it pays off to research it. Without relevant data for me to decide its not strategy but luck (or maybe experience if I play the game often) decides if the tech is usable or not. I had this problem with several "heavy" variants of weapons like Heayy Laser? I researched it for many turns and then I could not integrate them into my light ships which made me quite angry about the wasted research time and the lacking tech description.
I know its still alpha, but please include more precise description what a tech is really doing and what ship type can use it. I mean dont write "lasers have significant range". "Significant" is as good as non-information and means as much as "applecakes" when I have no relation to the tactical arena. Write instead "laser range: 40 squares".
7. Planetary report - On this list it would be quite practical to have info about the remaining turns and filters to sort the planets (parameters - type, remaining turns etc.)
8. One of my games were a small galaxy with just 1 AI and the others removed. Nonetheless I met not just one but several other AI like Terrans etc. I seems atm the "remove AI" feature in your setup screen does not work correctly.
As always I really liked the rest of the game and I am sure it has a great potential once these alpha problems are fixed. Please keep on with your excellent work.