Due to the fact that this will mention several bugs and opinions I'd rather make a new thread than look up all corresponding threads in the forum, make what you want of it
Bugs:
1) The Akkan class vessel sets auto-colonize as you give it move orders into unknown systems, not known if this occurs for other races' colonize-able ships aswell. This is (as I found out when using more ships along with the ones able to colonize) a problem that the game prioritizes the colonize order above the move order, making only ships with the colonize ability move to the system where the order is given. (Moving there to colonize if able.) All other ships will stay behind, doing absolutely nothing. Also noted that this overrides the wait for formation option.
2) The damage of the Hangar Defense auto cannon is available even before the upgrade to attain them has been purchased.
3) (This has been around a while, so not new for Entrenchment) Construction ships self-repair extremely slow, even with all possible hull upgrades.
4) When (as TEC at least) you have a Capital Ship factory, but not a Frigate Factory and try to build frigates/cruisers, the narrator voice tells you you need a Capital Ship factory.
5) The pirates, when they arrived in one of my systems (still as TEC) early in the game (had 4 hangar defenses, extractors, some labs and nothing else really) they wouldn't attack, just turn around in formation just inside the gravity well's radius edge and let themselves get... "slaughtered" (if you could call being slowly torn apart by SC's that) by my fighters+bombers. *Got savegame*
6) Spelling: Meson Bolt Attack (TEC Gauss Cannon Special ability), Armor Piercing mis-spelled "Armor Piering".
7) I have no idea whether this is a bug or not, but here goes; AI lays down a lot (and I mean a lot) of mines, all the time. Would be nice to see some time limit for these (ie. the die after a certain amount of time) or some limit to them. - I saw about 60 Vasari of them in a Gas Giant system when playing the last game. I couldn't do anything, as my ships couldn't fire on the darn mines (that's another way to solve the issue, make them targetable and destroyable, they'll still be dangerous) and running through them would rip anything apart. (Running through 5-6 mines at a time and recharging until the next run would be an option if there weren't so many of the little annoying things...) OR make some mine clearing ability, research, upgrade (etc.) or such. OR MAKE THE MINES TOGGLEABLE - this should please just about everyone too
Update: Played as Advent against two Vasari hard AIs, and in one system, one of the AI players had laid out 237(!) mines, which made any and all assault virtually impossible, so some solution for those darn mines (I'm sure that's been said a gazillion times or so here, but it's worth saying again) would be well-advised. Just having countermeasures on scout frigates (I rarely use them, so at first I didn't notice this ability) is far from enough to balance this aspect of the game.
8) Got a game crash after playing a game as TEC against a normal Vasari AI, crased just when pressing "Main Menu" at the post-game statistics screen. Will check the mini-dump for anything interesting, can upload it if needed.
Update: Didn't recieve the ctd after playing a game as an Advent player vs. two Vasari hard AIs, this game was not as long though. (2hr or so compared to 4-5 in the above mentioned game.)
9) The Advent Hangar Defense tool-tip mentions a Laser Damage meter, but there isn't any mention of the weapon anywhere, neither in the construction menu for the structure, nor in any research. I did never see the weapon on the structure, and I didn't see any fire coming from the structure when enemies were nearby so I cannot confirm or deny whether the weapon exist and/or works.
Suggestions/ideas:
1) More research, pleeease? Love that kind of customization, would be nice to see some exclusive options as well. (i.e. pick one of two available and the other will not be available at all and so forth.)
2) Any more customization possible. (Was thinking a little yesterday, more customization of, for example, the capital ships would be swell, such as different versions of each, with different abilities, weapons and such. - I know this would req. some work, but it's still just a small consumer's ideas - This would depend on the ship, but examples are;
Sova class carrier - 1) Strike craft support (with little direct firepower/armor, but strong support powers to bolster strike craft - such as more SC's in number and stronger in the terms of firepower/armor), 2) Direct support (with the ability to deploy missile platforms, a little stronger armor and weaponry, with some tough anti-SC guns for example), 3) Into the fray (with some severe firepower and armor (relatively of course, it is a carrier.), but not quite as strong support powers.
Just some suggestions - can't hurt
Will update when more bugs arise.