Science cost rebalance
I think science needs a rework on how it works. Let's take for example building a water silo with some automation. This is very important early game to be resilient vs badwater. However to do this you need multiple thousand points in science.
My point is that i have played every single map on both factions on hard mode and i always had the same issue: In order to solve problems on the map i did not need 500, or 800 or whatever science to get specific tech. I always needed multiple thousands of science to get what i needed. Thus providing me with one solution: Rushing the number cruncher or the observer. Once you have this, science collection is so easy that the artificial restriction of science is irrelevant. However this forces me down a single path of game start, to tackle problems, rather than giving me options to solve a problem. Gameplay wise this feels annoying, not fun/challenging.