Well, how 'bout some compromise?
1) I agree about the boring AI comment. I have little enough successful experience at modding the AI to qualify me as unqualified. Any help? I can slice out stuff like techs that aren't included, but I haven't gotten the hang of the design/construction files yet.
2) Errg, intel. I strongly feel that PPP (and maybe? CI?) should be removed. Maybe just made a whole lot more expensive. I mean, it would take an awful lot of effort to get part of a country/empire to just up and switch sides. However, I see anarchy Groups as a very viable alternative; you just won't directly reap the benefits of a riot/rebellion. Tech theft will probably go, too, or at least go up in cost. Having looked through the IntelProjects file just now, those are the only things I feel strongly about. I'll probably try to include Lucas' AI Intel mod to keep them from running Ship Blueprints twelve times a turn.
3) Oh, so you want the infinite tech tree with finite tech areas? What a pity the game limits us to Super Extended Reinforced Ablative Stealth PLasteel Reactive Armor XX.

I think I'd put different levels on mines, then, too, not just increased sizes as they go up. The question to be answered, then, is,--well, it's at the end of this lengthy post.
4) System-wide production is in, then. Research and Intel, too, then--some sort of coordination center. Hey, let's throw in happiness, too, and just say the media is in some sort of mass conspiracy or something.
5&6) Yes, I'd planned on implementing the propulsion system from P&N v2. I do want to keep larger sizes an integral part (keeps maintenance nice and high up there), and I'll probably go ahead and add in some new sizes for good measure.
Two questions, then. First, propulsion. Should I rework the current sets of engines? I mean, ion propulsion isn't quite around the corner. I was thinking of having two routes to go: A) a solid-/liquid-fuel based system which uses medium or high supplies with higher speed, less supply storage, cheaper; and B) a nuclear system with low supply usage, high cost, high storage, and low/medium speed. (A) would give better interception/combat abilities, but ship-sized afterburner type components would keep (B) a viable alternative for combat, especially with the supply storage-to-use ratio.
Second question: should this mod lean toward a massive tech tree, with 10 or 15 options for each area (e.g., Armor XV, Stealth Armor X, High Yield Chemical Warhead XVIII, etc.)? Or, alternatively, should it be more of a Cold War scenario, in which defense > offense because of a greater number of techs? Not to an unbalancing extent, but I think it should be especially difficult to destroy massive ships, and especially planets. They're, well,
big.
That's enough rambling for one post. I'll get crackin' on it.
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"The Unpronounceable" Krsqk