As far as the mod goes:
-I'd say use P&Ns propulsion system. Add in liquid-fueled drives, various types of nuclear drives, generators (like solar panels but doesn't need a star, if possible) etc. Ion and antimatter drives should be about the top-end drive units (note that we can create antimatter now, one molecule at a time). Also, I'd reduce the supplies storage given by engines. Right now they store as much as a supply storage but are half the size. Not right.
-Various types of armor. Big, cheap but less effective (by weight) but easy to fix, normal, small ablative that is tough but a PAIN to repair, etc.
-speaking of repair, need to put some careful thought into repair bays and such. I'm assuming no shields, so there's going to be a fair amount of hull damage going on.
-deflector shields. Make an armor-piercing gun- like the current Shard Cannons- but say it's made of a very magnetic material. Then make non-phased shields that are made to deflect these projectiles, by making everything ELSE do phased damage, and having the shields regen and have the same amount of shielding as the AP gun does damage.. so a lot of guns will penetrate, but each shield will stop one gun..but be useless against everything else. Measure, counter-measure..though this one is a bit high-tech.
-damage reducing components. A shield that has, say, 10 HP, and regens 10 per turn. The effect is a reduction of damage. Needn't call it a shield, though, maybe "damage control" (though the shield graphics would need removing)
-be careful with the component damaging an AP stuff..
-different types of minewarheads. Engine killers, small but cheap chemical explosives, etc.
-I'd say no tractor or repulsor beams, nor smart bombs that kill facilities. Plague bombs.. maybe. No MCs obviously.
-to add a little variety to the research tree, how about researching warheads seperately from missile types? You could have multiple types of missile, each with an option for a specific warhead (which would be a different component)
Lots of ideas, eh?
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I'd probably be able to help a bit, if you like. I've been working on modifying the SE tech tree anyway.
Phoenix-D