LOL, I do tend to go a bit vague.
Ok to Ron, I dont play EE all that much but I follow your logic been a long time since the first EE.
Bliar, sorry for that I will try to do a bullet type thingy.
Background for the idea.
You Have the Main Races. Since the beta testers have the TEC, I will go with them. My start off point was that Altough the variety of ships are nice and the fact that the Captial Class of ships have upgraded abilities are nice, the games that involve multiple players using the same race ( in this case the TEC and all players) seem to be mirrors of each other. Keep in mind that I understand there will be other races and we may or may not have seen the full selection of ships for the TEC. However in the game when there are battles, you have your Capital ships and your fleet ships going into it.
These fleet ships are basicly all mirrors of each other with the only altering point being how much HP, SP, AP, and dmg they have/do. The Capital ships have their abilities which can be upgraded as time progressess. This is nice but it turns them into Hero classes essentially. All groups will have acces to the same ones and the abilities granted (given they are of the same race) but they are still essentially the same only changing a little bit based on the level. A KOL from faction A that has the Cannon mount thing vs a KOL from faction B that has the shield boost are essentially the same ship. Nothing really changes and there are always support craft with them (or atleast there should be).
I didn't/don't feel there was/is enough diversity in currently implemented for a 4X game desgin. The number one thing that I
loved about MoO II was that I (based on my tech level and choices) could design any ship I wanted (even though not every option was balaned carriers = pwned

).
PLus if you looked at fleets in modern navies, they are not the same (although it is because they cost to much currency to but carriers). The US has Super Aircraft Carriers while most of the 2nd world powers have Jump carriers. These carries are far smaller then the Dedicated carriers ( although they can't be considered light carriers) and use either a ramp system or directional thrust aricraft (harrier) as there combat craft. The Russians have the only other really carrier and it uses the Ramp system with more traditional aircraft. The reason is because not all of them have the right amount of reasources to produce the same type of ships.
The Idea.
- With each race (again based on TEC) there are the research labs.
- Each lab will both Civil and Military will have the option to be upgraded 2 times.
*- The first upgrade being general indicating what field will be studied: ship, orbitals, planetary, and universal; univeresal applying to multiple categories (armor, weapon upgrades, etc.)
*- The second upgrade will futher define the path selected by being more specific in nature. Take the ships category for example, you could have Carriers, Battleships, Capital ships, and fleetships.
**- The Carrier option would allow for modifacations to the Main carrier and light carrier however the focus would be on the with the light carrier getting most of its support through the fleetships option and universal lines. The Fleet carrier could be redesigned into more of a Assault Carrier which has more combat guns for fleet support or with a beam weapon for added cap attack dmg, or with extra armor for survivability, or better carrying capacity, heavier strike craft options, etc.
**- The Battleships options would deal primarily with the the KOL battleship and others (if included) and with the main attack system of each capital ship.
**- The Capital Ships option will allow for research to be done that imporve you capital ships on the whole as opposed to individually ( this could include an upgrade that may affect each Capital ship in a different way but not enough to be a stand alone upgrade.
**- Fleetships would deal primarily with every thing from scouts to cruisers, enough to give your factions fleet ships a feel of their own.
- Each Civil/Military station upgrade (the first one) would cost an upgrade point, for balancing this should probable be directly related to the total number station needed for researching the stuff on its corresponding branch that already exists in eh game ie, if it takes 9 stations to research something, then based on the number of techs availible, each station would give you X upgrade points so nine station might give you 18 points of the fleet. 1 point for the upgrade is deducted forllowed by X points for any upgrade researched. Also, f you 9 Military Stations, then you can only have 9 sub labs running. The max number being of sub labs being the max number of labs needed to do the research allowed. In the case of the TEC, that number is 15.
- A very important thing though ( I would think) is that most of the upgrades should have some sort of cosmetic if not functional graphic applied to the ship/orbital/planet so that not only does the fleet play differently but they look different as well. Too much would make them seem alien, too little and you can see the change at a glance.
- Each upgrade made will also have a significant resource difference in it to further support the players decision. Sticking to the Ship upgrades and carriers.
*-A player that has invested early research and civil builds into getting crystals may have an advantage in crystals other other players that support a higher research rate but this may also have caused a short fall in metals which would mean the upgrades like Shields augmentation, and Beam Cannon, ECM Defense, etc that require crystals over the metals would be good as aposed to Reinforced structure/armor, Heavy bays, Offensive Rails, etc. for a player that has more Metal then Crystals. Most likely a player with more metal wont benefit as much with certain upgrade types like carriers for example as they would with the Fleetship or Battleship options.
- There would probably be far less points for allocation then places to alocate them to. By this I mean that those 15 military stations might generate 45 points while ther emight be 200 points of areas that can be allocated to. This could be furthered byt having focused reseach if you will. Research or what have you could be done that increases point in one area by X and reduce point in another by Y ie Carrier focus, +5 points to Carriers -7 points total in battleships or some such.
I know I had more to put down but it is really late now and my brain is pretty much dead, so goodnight all.
Take Care and God Bless,
Lharrs
PS - This would probably be more of a Sins: FACTIONS expansion type thing given the work neccessary but it would be worth it for a game wanting 4x status.