They way they changed maintenance is, IMHO a mistake. Typically in a point allocation system, the more points you put into a specific area, the less benefit you get per point. Generally that prevents a lot of min/max values in race creation. I think the best scenario is where cost is a sliding scale, where each succesive point change costs more (or less) than the previous change. I don't like these break points either, because you'll wind up with a lot of similar designs.
Anyway, back to my point.

The change to reproduction (env. resist perhaps as well, since it works the same way but on a smaller scale - what's up w/ that?) - ahem.
As I was saying before I interrupted myself, the change to reproduction is tolerable, because the undesirable change is toward the zero point. Each point you reduce it hurts you more severely than the point before it. I think you can actually reduce your growth to 0% by picking a min tolerance and reproduction rate for certain planet/population conditions. The problem with maintenance is that the reverse is true. The zero point is desirable, going from 100 to 105 changes maintenance from 25 to 20, an 20% reduction. Going from 105 to 110 reduces maintenance costs by another 25%... Selecting 120% and then picking the merchant culture reduces your maintenance to ZERO, turning my previous least liked culture into my new favorite.
Just some thoughts. Sorry for the rambling, think it's time to get some sleep.

Later!
-Drake
[This message has been edited by Drake (edited 24 January 2001).]