Great googly moogly, that's quite a savegame.
I named it "ComputerWeeps" on my machine, heh.
Pretty nifty seeing that the pain points are about the same, and continue more or less linearly. Having 5k vs 45k ships was getitng me between 5fps and 10fps, and the bulk of that was spent on visual processing stuff. Actual rendering is well under 25% of that on my machine.
Swapping to the galaxy map, I get about 200fps, but with hitches periodically because the underlying simulation isn't able to keep up under that strain at full speed. The time slowdown is because of that, not because of latency on the visuals side. If the simulation were keeping up, then we'd just have a jerky framerate but realtime results. So that's a new place that can be optimized in the simulation, although obviously it's a really extreme case. I didn't get to 105k units, though, just 50k. On one planet.
There's plenty to update on the front-end visuals side as well, since I can make a variety of those things perform better still. But frankly that insane situation performs better -- as you said -- than a 6k ship battle prior to 0.300. Big progress!