I'm thinking the next iteration of the menu-at-the-bottom, when there's time, will be:
1-9 : normal control groups, as in AIWC
- one exception: control group 1 will always start as just the Ark
0 :
- if you have no selection: opens the master menu bar as it is now, just above the control groups
- if you have a selection: opens the commands menu (as a bar rather than vertical stack), above the control groups, and makes 1-9 trigger those buttons. Mouse also works, of course.
- if any of the above is still open, 0 or ESC or clicking outside the menu area will close all of it (backspace will close just one level)
The menus-within-menus can be frustrating when there's like 50 functions in the tree, but it's a lot less frustrating than 50 functions that are not listed in the game itself (outside a settings subwindow) each requiring a specific direct keybind to work at all.
Another approach is to cut the number of functions way down, but that would necessarily involve a lot of dumbing down of the underlying model, which isn't the way to go with AIW. We've cut out a lot of the you-do-this-every-time steps (in the process of capturing an undefended planet and extracting the resources, for example), but the actual decisions-with-trade-offs complexity needs to stay.