Suggestions and balance issues:
Reverie ability of the Revelation Battle Cruiser:
As mentioned at lvl 3 it can lock down 3 targets indefinately. It reads that ships should be damaging it while stunned, and this damage will break it, but there seems to be an issue here. Often my ally would use it and the only thing I could get to attack the stunned target was the auto attack of my Halycon; the rest of my fleet would always try to fly off after another target. Net result: perma-stunned till everything thing else is dead. Easy fix would be to make ships auto aquire it and have that damage break the stun after a certain threashold.
The Iconus Shield Guardians:
These need to hang back further in fleet mode, esp when set to hold fire. They should try to get the most friendly ships in range, while still staying out of the front lines.
Units autojoinning a fleet seem to never or only rarely get the proper settings, especially noticable is the group jump not being set to match the fleets.
The long trade route line seems to have some kind of issue. It seems to go to the shortest line it can make. May be a trade pact issue however, as going from a 5 jump long route to a 3 jump long route had no effect on trade income bonus, while my trade partner had a 2-3 long route.
If killing trade ships has an effect (which I haven't been able to actually measure) it should be shown on the credit report as lost trade income.
Better documentation in game for things like long trade routes, culture bonuses, effects of allied culture in locked and unlocked team games, and upgrades to buildings and ships shown in some fashion (or at least an option to show them).
I've played ~40 games so far, mostly multiplayer, and I think I have managed to read a total of two loading screen tips. The load screen flashes up and then is gone as I load in so fast. Could be get an option to show the tip for a few seconds once the game loads? I kina want to see what tips people might be reading.

6 player random pirate and no pirate maps. Preferably 1 sun.
Better way to get allies in locked team games to start next to eachother. Some maps are designed for this, but not all default to the correct teams as people join, so you never can be sure where people will be. Those poor guys in 3v3 between the other team get smashed up really fast.
Faster replay speeds.
Ability to view the end game graphs in real time while watching a replay?
Clairvoyance should not auto cast the millisecond you get the ability. Its a waste of antimater if it doesn't randomly hit something you actually want to see. Should default to manual cast.
When holding shift while queueing up units, it should desplay 5x the cost of what you are mousing over.
Selling and buying on the black market do not seem to let the user shift click to buy or sell more since 1.02.
PJI: some improvement needed, but please don't over react and over buff them. Games take long enough as is. Lower tactic slot cost, make it so they cover the whole gravity well, and perhaps give them a long reacharge, anti-matter using, short duration jump blocking ability. Something like a small increase to the 250% slow plus a short 10-30 second jump blocking (all jumps in and out) ability would make them pretty powerful, but not the iron curtain some people seem to want. Static defense serves to either slow down or hold the enemy till you get there, not fight your battles for you. If static defenses get to powerful, multiplayer games turn into a challenge of who can play the longest, as everyone sits in their gravity wells waiting to be attacked.
Players who drop from a multiplayer games should be replaced by and AI, or at least atuo-surrender. There should be no quit option versus real players. My normal games are often 3v3 locked teams versus real people, and if 1 jerk quits then even if the other 2 surrender we have to clean the entire map. We won, give us our darn voctory. if we wanted to beat on an ai that doesn't fight back we would comp stomp. If there are no live players on a team that started with them, then there would be at least an option for the remaining players to claim the win without having to comp stomp to end it. Last game of the night yesterday, we had 1 guy drop and the other 2 quit because of it about 1.5 hours into the game. Took 30-40 mins to nuke their 15ish worlds and get our win. Waste of time and caused us to not have enough time for 1 last game.
When setting up a game, random people sometimes get into friend's slots. They might be friending me or something, but I know they were not on my friend list. Also friends should default to friend's slots. Mine have about a 50% chance to join into the anyone slots that are open.
Option to stop the join/leave spam in ICO chat.
Holding shift should display waypoint etas. This would not only allow coordination to be easier, but also is a lot more informative then, "I don't know. I am 3 jumps away, buy they look far."
Abiltiy to set fleet facing. Have the ships use manuvering thusters to slowly turn into possition rather then making a U turn over most of the grave well.
Capitol ships should not be stopped by a single frigit in their way, especially an enemy one. I lost a Halycon because there was 1 frigit that bumped into him and he not only lost all acceleration, but also started one of those fun U turns. Ram the idiot out of the way! Or at least let capitol ships push through frigits. Look at the mass comparison for goodness sake.
ICO needs to make it easier to help people find a game that is in their skill range.
Game filters should be added for games with passwords and friend's slots only.
After a multiplayer game could we be dumped into the game room rather then the lobby? This would make chatting about the game, giving tips, and arranging revenge matches much easier.
Any plans to release a G15 application? I would love one to show the bounty on each players head, and the remaining count down till the next raid.
Pirate warnings should be a little more noticable. Especially to the person that is currently targeted.
Fleet Ai improvements.
Hard Ai improvements. Siege spamming ai is a laugh now that the siege frigits were brought down in toughness. Some times the Ai waste all or most of its starting fleet on siege frigs which I eat for breakfast and know I may as well restart because its put the comp way behind. IF and notice that is a big *IF* there is going to be another change to siege frigits, imo they would be moved up a couple tiers. Maybe make them tier 3ish. This will stall the computer from early game spamming them. Other then that the only change I could see would be lowering their survivial a tad more. Nerfing their damage is not the way to go.
Abilities which affect both bombers and fighters should say strike craft not fighters.
In-game text about natural miss rates. Other then debuffs I have no idea how much an Akkan is acually helping with its +accuruacy buff.
Culture needs to be better explained. All to often people are telling me that my culture is a waste of time, but man they need to nerf my shield mitigation, weapon dmg and (theoretically) anti-matter regen. They obviously don't understand how culture works.
Super weapon balancing. TEC>>>>>>>>>>>>>>>Advent>>>>>>>>>>>>>>>>Vasari is about the current state of things. Tec needs to be brought down to the level of Advent, and Vasari need to be brought up. The Tec cannon should only be usuable 1 at a time on a target, or have its effect changed to like killing all pop or something. Advent culture cannon feels about right, once you understand what its doing. The Vasari one is a waste. It should not affect the players own units. Perhaps change it to draining all or most of the sectors anti-matter and make all units hit unable to phase jump for a period. 10% damage to everything and everything stunned doesn't do much. Most fights are focus fire, and timing your fleet to take advantage of the stun while not getting hit with it themselves is way too hard. Personally, I would like to see it have a decently long phase jump block.
And yes I have been taking notes for quite a while as you can see.
Lastly, when doing balancing please remember that there are many different ways to play this awesome game. Not everyone likes every way, but balance changes affect them all. What the comp stomper wants a PJI to do, may ruin the 3v3 locked team games, ect.
Thank you IC and SD for creating such an awesome game, and thank you a billion times for actually listening and talking to us.
P.S. When are the IC and SD guys online to play usually? I would love to get in a team game against you guys.