In order;
Hacking as its own resource: This was a big discussion and was, iirc, heavily hinted at being included in 7.0, and I am really sad to see it was not. There are so many ways to make hacking into something great that I don't feel the need to list them. Only ask that it gets done, or at least start seeing something on it, before October.
Champions Revisited: I actually like Champs and Nebulae, but I'm also well aware that something needs to be done to make them more integrated with the main game. Personally, I think rather than removing nebula, the best thing to do is to add in more things for the champions to do in normal space. This would go a LONG way IMO to making them more interesting to the majority of players.
Fallen Spire Diversification: There are no words for how much I love playing with the FS. I have never turned them off since I first tried them out and I probably never will. They are that fun to play with. That being said, the shard retrievals are rather tedious at times. And given that shards can now spawn inside your own territory, you can now set things up that you barely have to put any effort into the recoveries. You make sure the shard is going to be on your side of a heavy chokepoint and boom. All you have to do is wait for the shard to get to your HW while the AI smashes pointlessly into the walls of your fortress. Granted you can't do that every time on every map, but even when in AI space the retrievals are a little old. You bring in your biggest, baddest fleet blob and make sure nothing gets close to the shard. It is really a binary thing. You either have enough to do it, (whether its a strong enough fleet or a sturdy enough chokepoint) or you don't. Lastly, and I know its really unlikely to happen, but I would love if the FS campaign could interact in someway with other spire tech you have. Be it the spirefleet ships, the Spire Champion, or the Spire Corvette. (I didn't include the base Spire Starship, since it really isn't true spire tech)
Turret Caps redone: Right now the hardest part of distributed defenses is really easy to point out. The caps on turrets are NOT per planet. Since the number of turrets I have is limited galaxy wide, then I am only got to put them where they can be the most useful. Even if I have the economy to support 2x-5x the current cap of turrets across my empire, I can't actually build that many. This means that a chokepoint is just so much better than trying to distribute my very limited number of stationary defenses across more than 3-4 worlds. Changing them to have per planet caps with a limited number of controllers I could build that would give me a larger cap on my chokepoints would mean that I could actually keep worlds outside of my choke alive without having to give up an unacceptable level of firepower for my chokepoint worlds. Also this would be a good incentive to some, at the very least to me, to play with the Dark Spire again, as right now I can't take worlds with a DaS VG on them unless I want to put a Spire City on that world, because its the only way to get enough defense on that planet come late game (assuming 4/10 DaS settings) without taking away from the worlds that I NEED to have major defenses on.