Some more notes from my playthrough:
Several times I have seen fleets being listed as 'running from your fleet' for them to actually directly follow and sit on top of my fleet, even in motion, although they don't interact with you. They weren't quest or mission related, or had anything other than generic comms dialog.
The story mission to
is incorrectly listing his office to be in Kazeron in the mission description. The icon itself appears at the correct location on the star map.
The none story missions from Galatia Acedemy often seem predisposed to offer missions in the same cluster of planets. From what I can tell, these long distance missions seem to be to encourage and make exploration more profitable, so the fact they repeatedly send you to locations you've already scoured isn't very useful. Dead drops seem to also suffer this, to a lower extent.
An odd side effect of building in hullmods, is that if you so want, you can build in a hullmod that requires militarized subsystems, and then remove militarized subsystems while keeping the built in that requires it.
As people have already mentioned, the new phase logistics ships count as militarized ships despite not being combat worthy, and thus count against those skills.
I understand that they're not really 'civilian' in the fact they're highly advanced phase ships, especially in the case of the Phantom which is designed for ground attacks, and giving them the civilan hullmod would mean breaking the set rule that 'ships in x class have y base sensor strength and profile' to keep them at their current statline.
I think its fair trade off for these logistical ships to make your direct combat skills less effective, due to other passive buffs they provide to the fleet being more powerful than regular civilian logistical ships. The Revenent could probably do with a minor buff in this circumstance though, perhaps giving it a phase equivilent of Shielded Cargo Hold hullmod?
This hasn't really become too much of an issue yet, but after visiting the same port many times throughout the game, the comms tab is starting to become cluttered with contacts I didn't want (4 contacts I turned down, 1 I actually kept). Perhaps there should be a limit to the total contacts per location, or for contacts you don't accept to disappear entirely after a while?
This is more of a personal greivance, but Buffalos are 2 OP off being able to install saftey overrides. This might be intended, to keep them within their slow lumbering cargo haulers role, even for the player. But it does remove the option for the player to sacrifice a built-in logistically advantageous Dock hullmod, for a more speedy run away from danger blockade runner fleet within disengage scenarios.
Since there are many variants of the Buffallo, but only 2 which actually have a statistical difference, one of which is a straight upgrade (Pirate version with Shielded Cargo Hold), and one is a sidegrade (Hegemony Auxillary with Militarized Subsystems), perhaps the TriTach version could gain 2 OP to open up another choice in which buffalo to choose.
Another weird skill interaction, is that built in fighter wings still count towards the total flight decks for the skill tree, when most of the built in fighter wings are on ships you certainly wouldn't class as a carrier.
Regarding the paper book historian - He's super neat! But past that, it would nice to be able to get the unrelated story tidbit informations even if you accept his tangible offers of blueprints or rare items (I mean technically you can, but its not super intuitive). The story point for different ship classes might also need adjusting - its a single story point for a measly frigate, but also only a single story point to point out a Paragon blueprint. I'd also say that the 4 story points needed for a rare item really stings, when you consider that 0% bonus xp goes along side that, though I understand these items can be very powerful - still, its a lot, especially when you consider how far those story points could go if you sunk them into a colony. If the ship options are to stay at 1 story point, maybe it could point out 2/2/1/1 blueprints depending on size, to make spending the point on lower tier ships a little more cost effecient - or you could just turn up the bonus XP for smaller ships past 0.
Edit: Something extra that I forgot when I was writing this, is that the interaction with the Persean Intelligence Officer, you can repeat that dialog infinitely by just bringing up comms again, and gain 5 rep with him each time while doing so (not that this does anything currently I believe)