I've been giving this topic some thought since reading all the dev diaries about the next patch recently, and want to throw some ideas in case some of these are usefull:
First I want to share what I did in my private mod, I made every ftl type available for research, using hyperlane games to make sure every faction starts with them, as I agree hyperlanes are the most interesting due to their strategic aspects. Wormholes may become available early in the game but they're only usefull if you're too restricted by the hyperlane paths you got. Warp drive comes later, it has more freedom and range, at the cost of slow windup time (instead of windown), the logic is, you want to jump to a more distant star, it takes more time to calculate the jump, so a short jump will have similar windup as hyperlane, but at max range it can take over a month, and warp speed is slower than hyperlane, so it balances ok.
So about the dev diaries, I love most of what I read, love the idea of the natural wormholes, but I would suggest a different type of artificial wormhole too, the true replacement of wormhole ftl, researchable by everyone, but instead of a drive you put on ships, it should be a structure built in space ports with a shipyard and placed in the vicinity of the space port, so it will be near the center of the system, instead of outside the gravity well. You're unlikely the have space ports with shipyards in every system so they will not replace hyperlanes, but are an excellent strategic infrastructure to allow you to quickly move a fleet between systems with wormhole gates.
Now you may be thinking, that sounds a lot like the Gateways as described in the dev diary, so this is how they can be different:
- researchable in mid-game (tier 3 maybe)
- each gate has a range (upgradeable) so fleets can only use them if the destination gate is in range of the source gate, just like current wormholes
- you can only use gates of your own network and your vassals/federation members, any other should require diplomatic agreement with high trust requirements, and your allies network will be useless if they are outside your own's range
- movement should not be instantaneous, to go from one gate to another in range it should be like current warp drive, but with no windup/down time, and if destination requires passing through multiple gates, then the fleet should be seen making multiple warp-like jumps, but the ships will only "pop-out" in the destination gate, not in the ones between, and this is why I think warp drive should be the one to go (removed)
- if possible, the fleet's ships should not simply jump all at the same time, in other words, wormhole gates should be smaller than the ancient gateways, and ships should go through them one at a time in rapid succession, or n ships at a time depending on star gate level
- in the event a star gate is destroyed by the enemy, or disrupted by some auxiliar component in an enemy ship if its in range of the stargate, while a fleet is incoming, the fleet should turn back and drop in the last stargate it went through, as the cost of loosing the fleet would probably be too high and unbalancing
Some other related ideas, I would love to see some basic newtonian insystem movement of ships, ships turn but keep moving in previous direction until acceleration changes the vector, not only in battles, so ships would take some time to accelerate to a fraction of light speed, and slow down before reaching objective. This could also make battles more interesting, smaller ships would turn and accelerate faster, while larger ships if packing short range weapons would be out of range more often, it would be another layer of strategy both for the player and the AI. Star Control 2 anyone?
Large star systems would take more time to explore, or to wipe-out mining and research stations, but this could be an issue for early game only, if warp drives were changed to insystem drives, as a mid game tech that not only allows faster movement but also ignores newtonian physics, which leads to another idea, fleets have to drop out of warp to engage, but the only way to retreat from battle should be to warp-away, droping shields in the process (during windup) so damage would be dealt to hull and armor, but as the fleet goest to warp it quickly moves away from battle in the direction of the hyperlane back home. Auxiliar ship/station components can increase enemy's warp windup to make it more "expensive" to retreat, but never make it impossible, and this should be the only way retreat works (not some weird jump type that sends the fleet to a limbo for a while). Without warp drive, retreat can work in a similar way, ships turn to the hyperlane and accelerate above engagement speed, the difference is they dont loose shields and the enemy is more likely to pursue, this is inspired by the Lost Fleet series of books, so I would also suggest no windup/down time for hyperlane jumps, as soon as the fleet reaches hyperlane jump position, it jumps, and should drop from jump in target system at same speed it had before, moving in direction of the star until receiving new destination, which may be another hyperlane location.
So if we were to have both newtonian movement and warp drives, the thruster component would handle turn speed, acceleration and evasion, with better thrusters giving better values but insystem max speed is capped at the same value for all thrusters, while the warp drive component (should not replace the thrusters nor the ftl drive) has windup/down values as well as insystem speed well above that of thrusters max speed but doesnt have to accelerate, reaching max speed instantaneously. Better warp drives could have shorter wind times and require less power, but max speed should be the same or have little difference, to give retreating fleets better chances to get away from an enemy with superior warp.
Another practical example, a science ships equiped with a warp drive, would engage warp if it calculates it would reach the target planet faster that way, to scan a planet and its moons it would most likely stick to thrusters.
Another request, even if just as a possibility for mod makers to use, the possibility of a ship without an ftl drive to jump to another star, by using the current "missing" feature when a fleet retreats or looses means to return home. Imagine the same way we have standard and advanced empires, we could also have pre-ftl empires (but above space age primitives) that just havent found hyperlanes yet and the means to use them, they would move in the direction of the hyperlane using thrusters (although they cant access the hyperlane) and leave the star system, getting the missing status until they show up in the target system after (distance * n game days). Some people would love an Expanse like scenario with the solar system split between 2 or 3 factions and where you also have the possibility of sending pre-ftl science and colony ships away, and keep fighting for control of you own system while those ships are gone. In which case you should also make it possible for two factions to control mining/research stations in the same system, but then there's the issue with the new star port changes...
Thats it, I actually took a few hours to write this, please dont be mean

And happy new year!