alright, let's see what we got here...
Start with AI HW pathing. From Fudoorki you can take Demchr and crank Riboomshu to pieces. Nothing particularly nasty on that one except the Core Booster.
Shlolusuc is another story. You're part of the way there from Wayko. Therharka is 5 jumps out but there's both 2 Data Centers along that run to help with AIP gains and you can survive the deep strike for a single system. Just lay into the Cmd Center ASAP. That gives you a jump point for Shlolusuc. However, that Raid Engine's gonna mess you up a bit.
You're sitting on 18,000 K in research. Upgrade to Bomber III, Frigate III, Bombard III, and get MK IVs of those producing as well.
Oh, here's part of the problem. You never consolidated your wave defenses. You've got wormholes EVERYWHERE against your systems. You need a whipping boy, maybe two. Get better control of where the waves inbound by blowing up the warp gates (NOT the command centers) against systems that you don't want to see attacked by waves. That'll let you consolidate the majority of your static defences (Turrets and Mil stations). You won't feel like you're constantly running everywhere to defend yourself.
Check out the wiki for more on whipping boys.
What else... Hm, you haven't had a chance to really get at the ARS's. You still need to hit 3 CSG-As. I'd scout them first with Science IIs to see if you want to hack any of them, it doesn't look like you've hacked anything yet here...
Okay, personal opinion:
You're scattered all over the place and have no plan, at least one that's working. Let's use Isinthether (homeworld) as an example. A scattering of 9 mines won't protect you from anything over MK I, and certainly not against multiple ships. Mines need to be laid in a line from point to point so they hit LOTS of them if you want to use them at all, or in massive fields on inbound whipping boy gates. That 'field' at the inbound from Quonshlobang isn't big enough. You're looking at 30-40 mines to take out most ships.
Next up, Planet selection. You jump from Aeofallgio to Fudoorki. That Z-Gennie gets you +10 AIP when it falls. It's got 4 warp gates still open against it where a wave could come in at you and you've got a smattering of defenders That Z-Gennie's going to die. Maybe not immediately, but eventually. You've got neutral systems (Quonshlobang and Tusudon) that are completely protected by friendly planets that you haven't colonized. You're missing out on resources, energy, and easier transport of units in what I'd consider a 'safe' area. Did these get attacked recently? Why'd they get past your 'edges'?
Alright, here's what I'd personally do. First, you've outpaced your ability to engage in war, and the enemy has WAY too many holes to use to hit you from. You started in a nice corner of the universe but didn't take full advantage of it, only partially.
Turn Wayko and Aeofallgio into the hardened edges of your shield. Split your turrets between these two planets and leave Aeoyae and Roadzonurn with warp gates. Pretty much abandon Fudoorki if you have to, but get some Science on it ASAP for the K. Next, blow the warp gates on Ipginmel and Reworixu, then blow those systems to shreds (including all the Wormhole Guardposts to lower the # of chances they can spawn a warp guardian) while you build up turret defenses on your whipping boys Wayko and Aeofallgio.
Meanwhile, get colonists onto any 'protected' neutral system. You've got 13 systems here, and plenty of firepower. You need to look towards CSG-As and the ARSs, and the final takedowns. But you can't do that until you've secured the backfield so your fleet can move.
Once you've nailed down the home systems and neutered the remaining systems in the backfield, move up the western front. Next objective is not to try to hit the homeworlds, but to hit that last CoP and those two Data Centers (flip your galaxy map to Displaying: Detected AI Progress Reducers, near the bottom). Take that last CP out at Yarko and then get the one in Umplu. Then head up the eastern arm and hit the one at Foku. The one at Gindu will cost you some deepstrike threat but some temporary pain for permanent reduction will be worth it.
Do NOT go near the one on Zarsharpvold until you've lowered the AIP with the rest of those. That Raid Engine will trigger no matter how you approach it. Meanwhile, your MK III/IV fleet should be building up and once you've done that, you'll be down around 240 AIP, have MK III/IV fleet ships, and be ready to chase down 3 of those ARS/CSG-As. Once you have, go take out the Raid Engine first.
This is definately a winnable scenario. You've got solid bones, but you've let the tactics stray all over the place. Reconsolidate yourself. Keep each goal simple. Don't have too many goals at once. At 8:30 you're just half-way to two-thirds into a game. I've ran them long before myself, some maps just take a while, particularly ones like this where you end up with long choke stretches.
There is nothing else on this map you need to do besides consolidate the defenses, take the AIP down with the CP/DCs, knock over the CSG-As, and beat the AI HWs. You've got everything else you need.