So I've played about 10 or so games now, and well I've said before that this game is Extremely similar to Conquest Frontier Wars in its RTS application, and thats true, but there is something different, that well, shouldn't be lol
In CFW every ship had a bar of 'supply' which was used up whenever using special abilities and firing weapons... when your supply ran out your ship no longer fired weapons and moved a tad slower, and couldn't cast special abilities... what this meant was that you couldn't take one fleet and just wilily nilly go forward and annihilate system after system without consequence... eventually you would run out of ammo and would have to retreat or be destroyed by defenders... Usually an un-supplied fleet could take out a small defenseless system or two, but a large system with defenses and well the job wouldn't be finished, you'd have to come back to kill all the structures, but you'd certainly break the defenses.
Now this would make a sustained campaign of aggression impossible if not for the 'supply ship' which would resupply automatically to all nearby ships and had a very good AI coordinating it, so that you could have the ship automatically return to your system's resupply base and stock up then return to the fleet.
This was a great feature, and I think should be implemented into sins for 2 reasons-
1. It adds another strategic or logistical element to the game, thus giving it more depth
2. It will make more sense, and allow for blockades... I didn't think it was fair that my fleet could travel deep into the enemy territory as an ally, break the alliance and then fight my way out from the juicy defenseless insides without ever slowing down or running out of ammo, apparently my home-world teleports food, fuel, ammo and such to my ships right through the 5 or so jumps with defenses! It will also make assaults on worlds tougher, as your ships will run out of supplies and enemy ships will not as its their system!
For people who don't want the small haste just make the supply option, optional
As for planets it can be used as such, if you have a planet that can't draw a direct line to another friendly system the structures begin to stop working after say 5 minutes... thus you could effectively 'cut off' a defense system if you can get to the colony behind it and destroy it... maybe have this timer effected by the type of planet... Dead Asteroid worlds can supply structures with supplies for 5 minutes, asteroids for 10 and planets for 30?
Also when ships or structures are destroyed they sometimes left behind supplies, that your ships could salvage, which I think would be a great system, as then your cut off fleets can 'limp' their way home through defenses, rather than simply run and be completely destroyed... perhaps being out of supply doesn't need to be quite so extreme, you could have them simply half their firing rate, but then it will lose allot of meaning.
Seriously I think this should be the top feature to be installed, it made CFW much more strategic, and I think this game would benefit from it immensely!