I'm unfamiliar with the Star Trek mod, so the following remarks refer only to stock SE IV features retained in the mod:
Climate changers: I thought only one facility per planet was effective.
Intel facilities: Isn't it better to specialize by planet? For example, if you put 24 Intel facilities on a Huge planet, all 24 will gain the production bonus from one Citizen Databank (the 25th facility). In fact, for maximum efficiency specialize by
system so multiple Intel planets can benefit from a single System Citizen Databank.
Capturing population: Replace your colonists on unbreathable atmosphere worlds with captured aliens who do breathe the air--your production potential increases five-fold. Higher populations produce more resources per facility and build faster, so move bodies from worlds at their pop limit to underpopulated worlds and watch their production go up. Alien homeworlds are especially juicy targets. In my current game I recently captured two AI homeworlds intact and now "my" population is approximately three times what it would have been had I glassed those worlds--not to mention the 48 shiny new facilities subracted from the enemy ledger and added to mine.