UPDATE:
http://arcengames.com/mediawiki/index.php?title=Stars_Beyond_Reach_Beta_Release_Notes#Version_0.807The main purpose of that update is to fix the "cheap diners make no meals" bug (hard to play with that on, even though you could edit the file yourself to fix it), and then there's some other stuff that tagged along.
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Re: stockpiling resources. While I do like being able to do that to some extent, anything that you can stockpile is something that often is hoarded. In Final Fantasy 6, for instance, I get all these single-use throwing stars and whatnot for Shadow, and I never use them EVER because "I might need them later." I've 100%ed that game half a dozen times at least, and yet despite my encyclopedic knowledge of most of that game, I still can't ever bring myself to use those weapons. I'm not a hoarder normally, but when something is that hard to come by and seems to have disproportionate value, it makes for analysis paralysis for a lot of players. It's had some interesting articles on Gamasutra about that, actually.
Anyway, that's bad enough, but then the other tendency which we've been all too familiar with from AI War is that if players feel like they can minmax by turning on and off little things -- even if it is boring as heck -- they will do it. The whole "manufactories" thing in AI War probably chronicles that saga the best, but there were other examples as well. Turn off the things you aren't using this instant in order to save whatever resource, then quickly turn them on when you need them, etc. It's actually why there is a power cost to re-enable buildings in this game, come to that.
In general I never wanted to have a situation where the player was going "well I have all this Techetium, and I can either trade it for some benefit, or I can use some of it on this building over here, but only for a while because I don't want to waste it on that building when I'm not actually making full use of that building, and so maybe I'll just let the stockpile grow for now," etc. That gets so so messy in terms of where the player's mind goes and how they choose to act. Not everyone, but enough people that it's something that eventually winds up getting revised in order to appease the most hardcore players, so I might as well cut that issue off at the pass right now, heh.