A thought occurred that might solve a whole host of problems, but I can't really see it from all the angles, and I only know my own playstyle, so I'm throwing it out here to get feedback. I'll put it in Mantis if there's alot of interest and no major problems that anyone can see. But here goes:
Idea 1) Completely Remove Credits from the Dispatches - all together (fixes the goon problems, the technology gains problems, and more importantly creates an interdependance between the tactical and strategic map - as follows).
(There may be a couple of exceptions, like an "offer services" dispatch which pays credits (but no influence) - and just helps the race do whatever they are currently doing anywyas - you're basically hired by the race - so you have no control, but they get a small productivity boost, and you get paid.
Idea 2) All (or at least, most) credits come from Tactical Missions and Quests. This is pretty much how it is now anyways, so focus more on it. Reduce influence losses, and all but eliminate influence gains - those come from the Dispatches which are done between missions. (So coming to the defense of a friendly race will gain you little influence with them, but will give you a goodly number of credits - it will still, of course, bring negatives from those you fight with, but not as bad as it currently does). Basically, they EXPECT you to meddle, so though they're peaved by it, unless you do it consistantly, they're largly going to dismiss it as "that last Hydral putting his nose where it doesn't belong again-sigh".
This allows players to take on more tactical missions and have a larger impact on the simulation, without having to shoot themselves in the foot to do it. Or they can just kinda go on a rampage and ruffle some feathers, but won't forever destroy their ability to win the game. (I just lost the game -- for those who know what i'm talking about...)
Idea 3) Tactical Combat takes no Strategic time - Flying from one side of the system to the other takes half a day, so does flying part away around a planet?! More importantly, it frees the player to pursue the fight with whatever style they want (timers could still be utilized for some missions to create a rush - like deliever tech could have sats joining as time progresses, farming pirates still has the time before the freighters leave, etc). And there would be a limit of (player initiated) tactical battles per some time frame (one per day, 5 per month, etc) (quests may be outside this, as would assassination attempts that occur AFTER the limit, but making assassination attempts and the like use up the daily opportunity might be an effective means of making them more significant - would need actual testing to determine if more frustrating, or motivating).
Idea 4) More tactical opportunities. Obviously, alot more tactical opportunities are going to be needed, but the game is already headed that way (and it's good). But what I mean, is there's going to need to be some CHOICES, so as to make it HARD to decide how to spend those limitted combat opportunities each time period. (Do I take this mission that give me more credits, or that mission that help the planet's RCI, or this other mission that gets me some influence items....)
The things I'm hoping these changes would fix:
1) Goons and Tech - eliminating the credit rewards all together, makes it easier to balance these things, basically using Goons is a means of turning credits into influence, or getting the item earlier.
2) Greater interdependency between the tactical and strategic events (Strategic choices produce tactical opportunites, and tactical choices influence strategic opportunities).
3) Better pacing. Getting tired of tactical combat? No worries, sit on your laurells for a while and do some rep farming or planet/race moulding. Tired of rep farming? No worries, take a couple of tactical missions to alleviate the boredom.
Anyways, the idea is still VERY unformed, and needs lots of feedback, so be ruthless, let's see if this baby can survive!