Right now, the relationship between the strength of the player's ship and the process of collecting technologies is very straightforward. However, there's a lot of different aspects of the player's ship in the combat mini-game that one could take advantage of to make meaningful decisions on the strategic level.
There's four 'tiers' to this suggestion, from the simplest to implement to the richest/most complicated to implement.
1. Some techs specifically boost your weapons, armor, shields, engines, etc. These have to be researched collaboratively with a race to gain their benefits, like the various unique-ship-powerup techs. Basically gives a bit more variety than 'defensive upgrade'/'offensive upgrade'.
2. The above, but these techs are restricted to particular races, giving incentive to be on people's good side/balance the races strategically.
For example, lets say the Burlusts had a unique racial tech that would upgrade your weapon system by one 'always on' virtual power bar, the Peltians had racial tech that specifically improved missile payloads, the Skylaxians had racial tech that improved your shields, the Acutians had racial tech that improved your engines (they can deorbit moons, so...), and so on.
3. The above, but also some of the techs give access to specific ship modules (rather than having everything be random black market or quest finds). For example, get the Burlusts to research Disruptors and then you get that weapon module.
4. Some techs might be prerequisites for performing certain kinds of missions - you need a bombing tech from the Peltians before you can assist a fleet in bombing planets; you need a hacking tech from the Acutians before you can take over outposts; etc.
Mantis link