A few notes:
1. Changes to timing coming.
2. Dispatch missions cost time because, well, that's a huge resource. The length of time is appropriate, however -- you aren't really supposed to be spending 600 months on something. However, that's really unclear. The game will in the next version prevent you from doing that. And in general will provide you with new ways of getting enough other resources to do those missions faster so that they don't take that long, which is the original intent anyhow. As your science skill goes up, for instance, or you have a lot of science outposts, that 600 months might fall to 50.
3. Hiring mercenary security guards, scientists, and construction workers is coming. This will help you expedite the time on those dispatch missions that currently cost so much time -- in another way beyond just getting more outposts or techs, since more options there is important. And the security guards will provide you a way to defend your outposts.
4. I like the idea a lot about warnings on major events during dispatch missions. That's coming.
5. The stuff with seeding too close to turrets, etc, is going to be fixed so that doesn't happen.
6. There will be on-screen ring-menu buttons for setting your attack mode so that there won't be so much confusion about what your options even are.
7. The attitude screen is on my hit-list in terms of interfaces I hate, big-time, yeah. The double dropdowns just don't do it for me.
8. Cyborg, glad you're enjoying combat! In terms of killing flagships, you have to make sure you're using the right tools for the job. If you use the gravity lance once their shields are down, for instance, then they pop with pretty much one turn, maybe two max. If you use something like the minigun, they are so incredibly resistant to that that I don't even know how long it would take. A long time.
9. There was something else, but I forget what.
I think that was all the main stuff, let me know if I missed anything.