Thanks for the report. Briefly, since I'm out of town -- fixes will come after I'm back next week:
1. This is the expected behavior. You can still click ships and give them orders, too.
2. Those ships shouldn't be able to move. I'll fix that issue. The realtime vs game time issue is one that can't be done because of issues of synchronicity between the multiple clients in the game. The alternative, by the way, is to have the game just grind to a halt when you send a lot of ships through a wormhole on a huge game like this. I might make some of these underlying mechanics tweakable via the settings, though.
3. This is acting as expected, too. When you are right at a ship cap, there is a bit of efficiency lost, but by the same token you can some redundancy for if one constructor is destroyed, which in some cases is valuable. When a constructor can't built another of the current type, it starts building the net instead.
4. Whoops. Great catch, that will need to be fixed. Shots can normally follow ships well out of their target range with no problem (by design), but with teleporting that might need to be addressed. Of course, then again, this could make teleporting a really over-valuable ability. I'll have to look at it.
5. Good point, I think that would be really helpful.
6. I don't find this particularly incongruous. Where would I draw the line at that, anyway? 10 ships? 20? Technically you can count the number of ships inside the selection box at any time (overlap aside), it's just a matter of how long it takes you.
7. Hmm, another good point. I'll definitely need to deal with this.
8. Yeah, that should really just display nothing if no resource events have happened yet. Good point!
As always, thanks for the notes and suggestions! Sorry for my brevity, I'll be back into the normal swing of things next week.