That makes sense... art is such a huge part of most "mainstream" games and it's the easiest thing to scale back for indie games... Having said that, you already worked out the planet graphics and the asteroid graphics... graphics for suns have to be easier than planets (I would think)
Bear in mind that, when you asked about this, you asked why I didn't do this stuff initially. So I gave you my reasons from the time, and not necessarily all of them hold true now. For instance, we've had an artist on staff for months now, and aside from redoing all of the planet graphics (the old ones were awful), he's capable of doing a lot of things that were not possible before. Art was a limiter when we were new, when I was originally designing the game, and when I wrote the article to which you were referring. It's not particularly a limiting factor anymore, though.
In general, my prior response was geared towards why I chose to go with the design I did compared to alternatives, not making any judgements on whether or not I would consider extra stuff like that as upgrades for expansions or what-not. In fact, moons have been under consideration for a while for the expansion, and possibly asteroid fields and comets, although I don't know how much of that will really be in the first expansion. The focus of the first one is more on the Golems, and the new race, and the new map styles, etc. Those are more fleshed out as concepts, and the "more space phenomena" sort of concepts might be the centerpiece of expansion 2, next year. I see now that you were apparently driving more towards the future, rather than inquiring about past design decisions.
You've got some cool ideas, and I've made a topic for it in the future expansions category, so that it can gather more commentary and discussion:
http://arcengames.com/forums/index.php/topic,1959.0.html Very cool stuff!
In this way crystal heavy systems FEEL different then metal heavy sytems (A crystal heavy system will be much harder to take with a fleet of cruisers and a metal heavy system will greatly negate the advantage of fighters and bombers)... I think that at least is a concept worth exploring (honestly, right now, most systems "content" only makes a difference as an invasion decision whereas it's "garrison" only matters in HOW I invade... the two sides don't affect each other very much, however).
This is true -- the big focus in the first expansion is really Capturables, to make each system more unique in the sense of having harder decisions on where to invade, etc. Really going for enhancing the grand strategy aspects of the game above all else with that part. The phenomena have a lesser impact on grand strategy, I think, but impact tactics to a heavy degree (how to take a system, then how to hold it, etc), and the more I think about it the more I think that would be a good galvanizing concept for the second expansion. I'd been looking for something to kind of rally other ideas around for the second expansion (which is probably 10 months off at this point), and hadn't been coming up with anything concrete yet. But I think this concept could really work wonders, when it comes time to it.
I do like the way the astro-trains create a sense of "terrain"... That was an unexpected find for me.
Yeah, I thought that was cool, too. They started out as something else, and then morphed into their current state as the alpha versions progressed, and the effect they had kind of surprised me, too.