Ok, here's the list thus far; if I've left something important off let me know soon and I'll try to include it before posting the poll (trying to get that part going, if you didn't get a chance this time there'll be another chance).
Fix: (Apparently rare) Human units showing up on far-distant AI worlds, possibly due to scapegoat regeneration.
Fix: AI ships getting stuck and/or jumpy movement
Fix: Human FRD ships not always regathering at FRD point
Fix: Auto-kiting units sometimes kite out of range
Fix: Human ships sometimes autotargetting wormhole guard posts
Fix: Auto-gather-knowledge units getting stuck (sometimes nebula-related)
Balance: Another pass on champion modules
Balance: Making multiple-ingress-points (including sattelite worlds) not so much less viable than singe-chokepoint
UI: A way to band-select only one's own ships in multiplayer.
Balance: Make 10/10 (somewhat) harder
Fix: Making Hybrid preferred target doesn't seem to work
Balance: buff etherjets
Balance: make human ships tractored by AI ships not trigger deepstrike threat or raid engines
UI: provide way to make a specific space-dock/factory not send ships to warp gate
Mechanics: make threatballs do something else if they don't attack after a while
Unit behavior: make rebuilders target the same thing less often and do less yo-yoing back to FRD point
Unit behavior: change engineer prioritization to repair low-hp expensive stuff, quicker at switching from a full dock, etc.
Balance: nerf Tackle Drone Launcher
Balance: nerf Zenith Beam Frigate
Balance: nerf Shield Bearers
Balance: nerf Medics
Balance: nerf Munitions Boosters
Balance: nerf Area Mines
Balance: buff Deflector Drones
Balance: buff Infiltrators
Balance: buff Electric Shuttles
Balance: buff MkV Spiders
Balance: buff Grenade Launchers
Balance: buff Teleport Raiders
Balance: buff Flak Turrets
Balance: give Zenith Electric Bombers bonus vs Heavy
Balance: reduce Zenith Space Time Manipulators knowledge cost
Balance: no Fabricators or Advanced Factories near wormholes
Balance: give more ships bonuses vs. Artillery (i.e. vs Missile Frigates)
Balance: reduce Counter-missile-turret knowledge cost
Balance: reduce Counter-Dark-Matter Turrets knowledge cost
Balance: reduce MarkIII scout knowledge cost
Balance: make hybrids mature more slowly
Balance: make hybrid plot-intensity affect maturity rate instead of (or in addition to) spawn rate
Text: rename Hybrid Hive Spawner to Hybrid Hive Nest
UI: Make hybrid's displayed mark number reflect their maturity
Fix: Super Hybrids spawning despite there being nothing for it to do.
Fix: Preservation Wardens not showing up
Fix: Cloaked ships spawned by super terminal not attacking
UI: Show System Mark in Intel Summary
UI: Show the selection description window on the galaxy map
UI: reorder turrets on buy menu so basic, mlrs, missile, and laser are together
UI: show icons for devourer and trader on galaxy map
Fix: Wave warning counts counting starships twice
Fix: Intel Summary Wormhole Guard Post count is just called "Guard Posts"
UI: make the zoom values on the QWER keys more useful
UI: be able to give attack (and set-preferred-target) orders by right-clicking the planetary summary box
UI: change auto-FRD to "gets set to FRD whenever it enters an allied planet"
UI: have astro train attacking a command station not show a warning
Mapgen: have separate seeds for map layout and everything else.
Mechanics: Semi-random variation in how knowledge is distributed across planets (
details)
Balance: make MkV younglings attrition again, but be immune to warp gate paralysis
UI: support subfolders for save/load
Fix: Spider V fabs always seeding two per map
Fix: AI Engineers not repairing
And some stuff that I noted but don't see being able to sufficiently handle in this time frame
UI: attempt to improve interface impression on new players
Balance: The armor rework (I'd want at least a month and a half of shaking out the balance implications for this, and a couple days to actually do the initial logic and numbers).
Mechanics: make econ less feast-or-famine
New units: more take-and-hold capturables that the player actually cares enough about to go after
Mechanics: reimagining astro trains
Mechanics: more advanced hybrid plots
UI: be able to have lobby pick multiple random homeworlds for you (this would be tricky to indicate in the lobby controls)
And stuff I've noted but don't think would be good/necessary:
"It should be possible to put Matter Converters into stand down mode." Then we'd be right back to the original problem they were supposed to solve, just with less math: optimal play would involve always having enough converters (energy reactors, before) to cover any conceivable energy deficit, and turning off as many as you could while still covering your current energy needs.