Military/Interstellar Relays:Sorry you feel misled. It was not my intention, and I think I might have been unclear on some points - Codewise, all fleets are the same. Detachment or Picket, no matter. However - and that's where you are right - spawn rate is not affected by the relay. It's something I'm thinking on, and it might get shoved into the interstellar relay at some point, as long as it doesn't exceed a certain limit.
Centralization Bureau:We got a notorious min-maxer on the discord who loves this thing to death cause it's effectively OP if you set up your colonies correctly - but yeah, it's not everyone's cup of tea.
Embassy:This is hilarious to me - I was told, just yesterday, that embassies are useless and I should rework them. I got the feeling they might be in a good place
Privateer Base:I'll add a toggle, good point - especially with RE.
Requisitions Center:Give the AI core effects another look - I think you might be missing the point of the building. This can, if properly applied, source super rare faction weaponry for you.
Engineering Hub:I'd call that a case of "doesn't fit your style". It's to supplement specific blueprint acquisition, but it was never meant to replace the other ways to get them - unless you desire that.
Courier Port:I thank you for the feedback - but really can't relate to that. The setup is as streamlined as it can ever be in Starsectors limited GUI modding options, and it's rather straightforward, even, for something as complicated as this. I will concede, however, that the system currently has teething issues due to weird bugs - which are on their way to get squashed.
Regarding the Derelicts - you are missing out, in my opinion - but I have already heard that some people do not consider them worth it, since they require a departure from the usual colony game. They might not be for you, but it doesn't detract from the fact that they are rad af