Long time listener, first time caller.
Loving the update, especially the sneaky addition of Brigador portraits, even if having a Spacer as my first officer isn't exactly... reassuring.
To offer some hopfully helpful nit-picking:
1) Expeditionary forces are ridiculous. Just beat back the half-a-dozen large fleets that hung around after their raids failed, and one raid attempt later (which had failed by the time I got in-system) there's five more large fleets. I can beat them back without too much trouble (though a good degree of save scumming), but it means I have to spend all my time hanging around to clear up.
2) Rarity of blueprints/ other colony rare loot. I've found 6 synchrotrons, 4 pristine nanoforges, 8 corrupted nanoforges, 2 astral blueprints and a Paragon blueprint, gained millions of credits and have the resources to keep a spare fleet of 0-d-mod Paragons and Astrals running sufficient to dunk on all those pesky expeditionary forces... yet I can't build a single Odessey, the blueprint for which I've been searching for since I finished my heavy industry construction. It's at the point where the blueprint is useless to my colony because of the near-unlimited supply of high-tech capital ships, I just want to find it on principle. I'm aware there's no guarantee of a particular blueprint, but it would be nice to have a way of finding out if scouring half the sector is a waste of time. I think TT has one, but it seems a bit backwards to build up enough advanced ships to raid a faction for a blueprint that isn't as useful as the ships you're using to get it.
Minor confusions:
1) I think my colony's star fortress is in need of both rebuilding and have a 90 day disruption, and I can only see the disruption in the colony UI, so I don't know if its a lack of rebuilding or expeditionary fleets turning up that's keeping it stuck at 90 days disruption remaining.
2) Getting to the ship buy/sell screen is a bit obtuse in the new docking screen, as there doesn't seem to be an option for it on the list.
3) I have more cash than I know what to do with from a single colony, seems a bit over-tuned.
4) The limit for buildings on colonies is high enough that I don't seem to have to put much thought into what I build.
5) I was slightly confused at first with whether population interacted with colony buildings in terms of how many I could build. It seemed a bit odd that my colony of a few thousand people could support a starport, tech mining, interstellar capable military command, heavy industry and the farms to keep them all fed.