#1 can be fixed, or at Last compensated for, by adjusting the 'Intelligence Defense Modifier' in settings.txt -- setting it higher will give the defender more ability to counter-act the attacker.
Intelligence Defense Modifier Percent := 120
#2 I agree that wormholes are a bit too quick to create and destroy. Even a single turn's delay would make this much more realistic. Add a new graphic image for a "forming/closing wormhole" and put a message in the log just like a naturally opening/closing wormhole. The same goes for many other stellar manipulations, you know. A planet should not just 'snap together' like an erector set. It ought to take a few turns to stabilize and be habitable. And even Star Destroyers ought to have a delay, though that would ruin the ultimate kamikaze tactic that so many people like to use them for.
#3 is not a problem. Packing a repair bay in a cruiser is not too difficult. Packing a space yard in a cruiser leaves room for nothing else. The price for the 'use emergency pods and then repair them' is far higher this way. Sure, you can have one ship with the space yard and it can repair the emergency pods on the other ships. That's what fleets are for, combining the resources and abilities of ships.
#4 is only a partial description of the real problem. The real problem is the "I go, you go" model of combat. This will always be unfair. Real time would be a pain in the ### to program and we purists would probably hate it.

An 'impulse' based combat system where you plot out the movement of your ships and then let the next guy plot his before executing the turn looks to be the way to go. The turn would then be broken up into many smaller turns and ships would move or fire incrementally based on their 'initiative' as a whole and the 'initiative' of components such as individual weapon systems.
[This message has been edited by Baron Munchausen (edited 20 September 2001).]