So I just had a play of the beta as TEC, with mostly pleasant results. However, the long game-type showed some flaws at the end. Namely, some fleet control issues.
One of my fleets to take a romp on a lesser-powered AI consisted of a Kol, Akkan, and Marza backed by the usual compliment of Kodiaks (ten or twelve), Hoshikos (eight to ten), carriers (less than twenty, but not by much. God, I love seeing the huge swarm of fighters), and thirty or forty Javels.
As a side experiment to test the supposedly corrected "Missile Barrage", a lone-wolf group of four Marzas would usually jump in system long before this fleet to cause chaos (and try and get lvl 6ed to test out this new ungodly Missile Barrage...not that ungodly, I might say, as if you let your opponent get more than 1 lvl6 Marza and start barraging, you deserve it).
My issue happened whenever both the fleet and the group happened to be in the same friendly system, and very much so if one of the fleet leaders managed to jump without his group.
If you have two fleets in one area (as in the actual "Create Fleet" types) that each have their own control group and one of the fleet leaders exits the grav-well, the remaining ships in that fleet seem to join the control group of the fleet in system. They don't join the fleet, but they do become double-binded. I discovered this when three of the four Marzas kept trying to follow the fleet back to base when they needed to be following the lead Marza. They started reporting to both control groups, despite being in the solo Marza's "fleet".
Granted, the auto-population of the control group is a GODSEND. You guys have no idea how much I dreamt of this in a C&C game. But this little bug may want corrected for those long, uber-fleet games.
If this one's already been up, I'm sorry. The "search" function and I aren't the best of friends...