Honesty the biggest wish would be to simplify the FRD tactics for the friendly AI, right now they make some very strange choices. I propose the following rules:
1. Move towards the enemy closest to the point you are defending. (The point I "v-Rclicked")
2. If anyone gets into firing range attack and pursue them.
Rule 2 beats Rule 1. When I set defenders on a planet, I want them to defend that point. The location of the ships in the battle often matters more then the ship types. 10 cruisers right next to the command station is more of a threat then 20 bombers across the map.
Other notes:
I wish the acid sprayers had less shielding/immunity, they look like roaches and are twice as hard to kill.
Fortresses should use the same missile tubes as the cruisers. I have never bypassed a star system because of a fortress, 1 wing of bombers can down a fort with minimal casualties. I had the same issue with the zenith warheads bouncing off my bombers, they were not the threat I expected.
Why no level 3 Ion cannon? The AI should have them, even if the player can't capture them.
Star systems with a missile silo should have some lighting missiles sitting around for a rainy day. Destroy the command center and the missiles switch to 'revenge mode'.
The marauders should reproduce when they destroy enemy shipping.
Star trains should reinforce worlds they pass though. At higher levels they drop ships wherever they are, like what we do with transports.
At higher levels: The AI should send ships from neighboring worlds if it is outnumbered while defending a high value planet.
Human colonies should only rebel after I scout their world, I keep getting imposable calls for help from areas I would never go otherwise. Yes I save scrum so what.
Mining Golums should stick around planets they kill eating the remains and FRDing anyone who comes into the system.
Well, I really like sticky tactical problems so I guess my ideas are more about torturing the players then unit balance.