Very helpful feedback, thank you. Not much made it directly into 0.612 just now (had enough to chew through as it was) but I'll get to a lot of it soon.
#1 and 1.2 - yea, I need to rework the mousehandling there; it was set up to be "sticky" so you could mouseover the tooltip itself to get explanations of the icons that were there. But now we've gone back to text and I should get rid of the stickiness as it just makes it feel unresponsive.
#2 - big ol' button at the bottom of the screen to do exactly that, because that menu is huge.
#3 - solved in 0.612
#4 - maybe I could just make a tech button under the science display at the top of the screen?
#5 - those do have tooltips but the stickiness was evidently getting in the way in your case, hopefully those will be solved together
#6 - it works in my testing but perhaps there's an input bug that's selective about when it happens
#7 - it is, as Badger said, but I should change it to also respond to AIWC's right-click-to-remove behavior
#8 - I also need to add that; in general the mouse handling on a lot of stuff is still pretty primitive (left-single-clicks only) but I gotta handle that anyway
#9 - hmm, I can back that up; I should probably pull that value out into the external constants (a modder can change the "this.desiredBackupWhenMovingToPosition = 600;" line but they have to recompile the external project to use it).
#10 - these things are all tunable in the external camera code; I don't have a middle mouse button on my main computer (laptop with touchpad) so I haven't tested that recently.
On the perpendicular thing, you can use settings to switch to the topdown camera type for planet and/or galaxy view if you like
#11 - you used to be able to get it through research but I just nixed that because it was unintuitive (as you saw). Instead now turrets don't cost power, so that's less of an absolute limit (just research more turrets to get more turrets per planet). To get more power for other things like shields you can pick planets that are high in power and/or use the buildings that convert metal-income and/or fuel into power production.
#12 - yea, along with the explosion particles if you look close enough; I need to ask Chris to take a look at that, it's been going on forever
#13 - I also preferred the AIWC icons; I don't know how much can be done about that at this stage. The flairs (colorful lines under the icons) have started growing on me, though, because I can tell at a glance what has tractors, what has plasma (bad for my shields), where those annoying snipers are, etc.
#14 - yea, that's still only editable by file ( PlayerData/inputmappings.dat ) ; I need to address that.
Thanks