My suggestions (lots of them has been mentioned earlier by others but without exact numbers):
- Different component families to normal and phased shields (doesn't affect to computer, easier to upgrade ships if using normal shielding)
- Supply Storage: double the amount of supply stored and count as a cargo space (ridiculous that an engine can store more supply per kT than a supply storage)
- Massive Shield Depleter and Massive Ionic Disperser: +100% to hit (only one hit per combat so it should hit)
- Ship and Fleet Training Facilities system wide, only 1% per turn, max 10/15/20 (only one effective per system)
- Psychic training centers 1/2/3 max 10/15/20
- To hit modifiers to weapon description (one dummy-ability which describes the modifier)
- Citizen Databank Complex and System Citizen Databank: intelligence 1 for tech area required (when playing without intelligence those facilities won't appear then)
- Massive Planetary Shield Generator: 30000 shield generation
- Medical Lab: prevents level 1/3/5 plagues instead of 1/2/3
- One-resource bonus facilities should have 20/40/60 bonus
- Scanners:
Temporal/Psychic: half the size and costs -> 20kT and 750/0/250
Hyper Optics: double the cost (3000/0/1000)
Gravitic sensor: no changes
Tachyon sensor: level 3 tachyon sensor scanning level from 4 to 5 -> the only sensor which see through the red system-wide storm. Level 5 scanner will also see mines though in their description says it prevents level 5 scans. Perhaps mines' cloaking should be rised.
Some comments please!