[Suggestion] Simple improvement to Trade!
With trade spam making up a large element of revenue from the early game on, I've been experimenting in an attempt to create a viable trade interdiction strategy. As a counter it promises huge dividends, in both profit and damage to the opponents finances. However I am still some way from being able to emulate Raging as the founder of a new playing style. Even at one of the few suitable spots, a magnetic cloud in the middle of an enemy empire, micro is needed for interdiction to have any effect.
The problem is that the trade ships simply move too quickly. They're quite sturdy even when they're not upgraded, but the basic problem is that they cross an unguarded gravwell too fast, and a small raiding force can't be lured into defences, or the strategy becomes unprofitable.
So why not slow them down? The voyages aren't linked to the revenue from the ports any more, so its just a question of how vulnerable the ships are to be, rather than the effect on financial spreadsheets. Merchant sailing ships could be faster than military counterparts, because they could afford to be more fragile, but since the age of steam warships have commonly been at least twice to three times as fast as cargo ships, because operation at speed costs money. If the speed of the trade and refinery ships in the game were reduced to the equivalent, half or even a third of their present speed, counters to trade would be more viable. If trade becomes more vulnerable techs like Ship Safety and Karmic Retribution become more viable. Another improvement that would take almost no development time.
A slightly more complex improvement to trade would be to build in more reward for ice and volcanic planets, to offset the extra costs. The standard rate could be reduced slightly- perhaps to 1- and then .1 added per ice/volcanic in the empire, for 'exotic goods'. That might help to even up random starts with many volcanics. As it is you seem to get little extra reward for these planets over a roid, unless the game gets to a stage when you can max the slots. This would require coding though.