@Xephos Demonslayer
You miss the point here by several light years.
The problem is not that the sector change may be controversial. The problem is, that the change is just incomplete. There is no automation what-so-ever, the implemented "automation" needs constant babysitting because it'll only work as long as the sector has resources. The only way a sector can get resources is by manually, and the emphasis is on "manually", assign them. Sectors only consist of systems that are up to 2 jumps away from the first colonised planet. This leads to the problem that there are often enough only sectors with one habitable planet in it - this is especially a problem when playing with less then the normal number of colonisable planets. This means you need a s***load of govenors, which in turn means you have to pay a s***load of upkeep in credits.
Aside of this, the awkward design of the outliner, and the whole concept of it, is now breaking down with warp 10, because someone at Pdox made the
brilliant design decision to put things in there that aren't available anywhere else, so you tend to have everything activated, which in turn means you constantly have to scroll through the darn thing just to find the one thing you're looking for. The sector overhaul, as it is of now, is just a massive step backward, because it has to many design flaws.
Like I wrote already in my first post here:
We need a real automation option.
We need either a redesign of how sectors are created (preferable precreated during galaxy creation), or the number of jumps per sector has to be increased.
And we need a complete overhaul of the outliner, which means that anything that is shown there has to be also shown somewhere else, like, for example, in its own menu. But the issue with sectors is not only an adjustment issue on our part, it is for the much greater part an issue with a seemingly unfinished, and not well thought through overhaul.