I've been thinking about scouting, which has long been annoying to me --- I dislike how micro-intensive it is, and how much difference it's possible to make to your scouting range by carefully moving them around planets in wide circles and things like that. In some circumstances, I find myself just refusing to scout past a certain number of jumps, because it feels like cheating. I'm not sure if this is widely seen as a problem, but, if so, I have a modest proposal.
Basically, I think the broad strokes of scouting are good --- that you can get a certain distance into enemy territory, and that there are ways of extending this if you're willing to pay a small strategic cost, either by using transports or by clearing out tachyon guardians. However, I dislike the fact that you can arbitrarily extend your scouting range by carefully planning routes across planets.
Thus, I would suggest having scout range be determined simply by how many times they get decloaked --- make them totally immune to weapons (except ion cannon/counter-spy shots), and simply have them self-attrition half or a third of their health every time they're tagged by a tachyon shot. Of course, each mark should allow them to survive one more tachyon shot, and the caps should be significantly reduced, since it will not longer be necessary to send a clump of scouts to get one through. In fact, ship cap should probably go up with marks (except IV), so you can picket substantially more worlds as you upgrade them.