Yeah, I can see where MM was going with this. . . but at the same time, I just feel a bit miffed when I hit the "wall" in production about midgame.  Seriously speaking here, from a game design perspective, it makes sense to be able to build spaceyards that can still eat all of the available resources, as time goes on.  Perhaps what I need to do is modify the tech tree, so that everybody can research further editions of Spaceyard.  
I have planets that, if tweaked, are producing upwards of 30,000+ minerals per turn(given all of the optimizations you can get for production) and yet I can't build Dreadnoughts simply because of the insane lead time required.  It's very hard to fight a war against opponants who have much cruddier technology overall, but who sacrificed their build queue for Dreadnoughts early on  

   Now, this may be fair, from some perspectives. . . but it's terribly unrealistic, imho.  I mean, I have FAR more resources than I can *ever* possibly use. . . in the amount of time I'd normally use them!
I'll try modifying the research tree, and see how things feel after that. Now, there are some issues that would remain-  I'd have to modify the AI files, or they won't research this, don't I?