Antimatter is strictly an ability use thing right? If a ship runs out of antimatter, all that happens is it can't use any abilities. So if all I had was cobalts, and I didn't have sabotage anti matter, researching the extra anti matter techs would do me no good at all, right? In other words, anti matter is sort of like Magic Points in a lot of fantasy RTS's. The only reason I'm a bit confused is that ships use anti matter when they phase jump but they don't seem to need it to phase jump.
I think allegiance needs to be either nerfed, or better yet have a tech you can research that lowers it. I say this because I played on a medium galaxy yesterday, and a bunch of planets were on the other side of the star, and anywhere I put my home planet, a bunch of planets were going to have their taxes and production cut by 60%. That seems pretty harsh to me. A tech that cuts the losses say in half would be cool, or a couple more levels to the home planet upgrade slot that would lessen the allegiance loss before making the planet a capital, maybe make it a district seat of government or something, and then limit how many you can have? Also, does that 60% cut the income from trade ships and refinery ships?
I've heard a lot of people complaining about the logistics slots, that planets need more of them. I think they are just about right as they are. If you want more slots, take another planet. If you increase the number of slots on the home planet especially you'll have five or six research stations on one planet, and I don't think that's how the dev's want it to work. It should force you to make choices. Do I want another research lab, or do I want a trade post? The only place I could see adding some logistics is on dead planets, all you can do with them is fortify them, they provide no income at all that I can see. They are dead, so I can see not having people or asteroids, but at least let us throw up a trading post or something on them.