Might have posted these before, or maybe they were just from a time when the forum was down, but in any event I had them lying around in a text file (yes I do do those things

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Randomized tech trees - your results might vary by up to 10% or some moddable value from the standard, so a DUC V might cost 270-330 minerals, do 36-44 damage, cost 28,125-34,375 research points, have max range 4.5-5.5 km, fire every 0.9-1.1 seconds, etc. depending on who built it or even which shipyard it was built at. The tech prerequisites could vary too; one game you might need level 2 physics to get cloaking, another you might need level 3!
For each component, hull, facility, or anything that has a tech requirement, there could be a list of tech areas that you can get from analyzing it, a percent chance to get that tech area, a max level you can attain from it, and a range of research points (so you don't automatically get a whole level!) So a Wave Motion Cannon III might give you a 50% chance to gain up to 50,000 points in High Energy Weapons, to a max of level 10, and also a 75% chance to gain up to 10,000 points in Propulsion, to a max of Tech Level 7. Of course you could get lucky and get both... or get nothing! And this would be a per-component basis, as the more components you have to analyze the better chance you should have to figure something useful out from at least one of them!