Im sure most of these have been voiced before, but oh well.
Honestly, I lost my list of bugs, so this is a from-memory recollection. They're probably wrong, but Ill try to list them anyway.
Descending order. Most minor to Most major. Not all bugs.
1. When ships jump away from a grav well containing a starbase, it lists the damage they take from the starbase as a hostile attack, playing the default "ships under attack" sound. A minor annoyance.
2. The AI builds their stations and defenses randomly. Sometimes they leave half a grav well uncovered... letting me bomb the planet with no retaliation at all. Less of a problem for Vasari, but still evident.
3. Ai doesn't seem to treat mines correctly. It sends a scout ship ahead always, and while it appears to do something to the mines... the entire AI fleet jumps in anyways, right into them. This only happened once so far, though.
4. Phase Jump Inhibitors should have a higher target priority for AI. Right now, its much to easy to send your fleet a jump away, and let the whole of his fleet jump in, then jump in after the AI, causing them to flee (Even if they could have won) and decimate his entire fleet as they wait to jump. Or causing them to flee right into the trap after battering their fleet, again slaughtering them. This has happened numerous times, and each time the PJI is not even scratched. If a fleet is gonna flee.... or if they're afraid they might flee.... or even just for giggles, the PJI should be one of the first targets for destruction. It would make logical sense, really. This could be argued though, I suppose.
--End of bugs/odd things. I thought I had more, but I can't remember.... Oh well, Ill remember eventually.
These are some things that bother me or that I want to see changed, but aren't really bugs:
1. The AI is not as aggressive as it should be. It still seems too afraid of taking losses, or even trying to fight an even battle. If it has just a hint of losing, it flees. And it usually destroys itself in doing so. Not a big deal, and it might just be me.... maybe my style of play? I dunno.
2. A lot of ship and structure abilities are too hard to tell that they are at work, while too many unimportant abilities are intrusive to the experience. For example, a speed buff from a Vasari cap has a huge area, while the frontal shielding on the same race's starbase gets a tiny little glow toward the bottom. A lot of these negligable abilities should be reduced in size and intrusiveness, while the important ones should get more attention. Some are generally good however.
There are others, but that should be enough for now.
-This is just a random idea I've had just now. Probably impossible. But It'd be awesome to see a more obvious connection between space and planets. This would add more microing, but it'd be pretty cool to have resupply fleets... with water and fuel, for example, come from the planet. Planetary defenses that attack bombarding ships... something to that effect. The Vasari capital ship for example, sucks resources off the planet. Why would there be one that does the same with water? Or whatever the planet uses to sustain life. Just something to show that there are people alive on the planet, and when you bomb them you're killing billions of people. It is Sins of a Solar Empire afterall, it should feel sinful to bomb a planet and kill its inhabitants. Maybe there could be like... a gas type ship, that toxifies that atmosphere to kill all living things for a short period of time? Things like that. It's all about the fluff.