1 Scientists on Science Ship seem to gain experience at a significantly slower rate than those doing research (at least on the ship GUI display)
Really? I've had more or less the opposite experience tbh. Will run a couple of test games and see, but generally if you can keep the science ship surveying constantly then they level faster than anyone else.
2 Are Edicts only available for 1 planet once selected? They are no longer listed in other planets Edits. (eg Land of Opportunity)
Currently yes. I would like to change this, but presently you can't make individual planets charge monthly influence. At least, not easily (there's a few ways, one of which involves making about 7000 triggered modifiers, and another of which may or may not be possible and is a lot of effort to test - though I will do so eventually).
3 Creds MAX figure seems very large at start of game (250000). Is this WAD?
Yes, and I'd make it infinite if I can. It's money. There's no hard limit. You just print more if it runs out.
4 Encountered rather large numbers of Alien Vessels/Space Stations after survey. Quantity appeared to increase on return look at system.
If they're mining drones, then that's good - they're meant to 'breed'. If you knock out the stations in the system then that should stop them increasing in numbers (and they're been nerfed a fair bit to make cleanup ops easier, too).
5 Found system showing 'Potentially Habitable Planet' even though not surveyed. (Could this just be the effect of Sensors?)
Yeah, that's sensors.
6 I get the impression that there are more habitable planets available in systems than in vanilla.
We haven't changed that, so it's just the luck of the draw tbh
7 Game pacing seems much slower/gradual - I like it, time to think/plan/consider.
Glad to hear it

I like long, slow games, and the intention of the mod is to slow you down a lot - having to spend a lot of tiles on energy, needing a raw material stream, the expansion of the tech tree etc are all designed to slow things down and keep the interesting bit of the game (the start) going to cover the boring bit (the middle).
8 No deduction of Influence for Frontier Outposts (WAD?) (Difficult to find any way of reducing Influence)
WAD. Influence is to be used for political actions only - and spent over time wherever possible. The stockpile of it is going away fairly soon (by 1.0, if I can find all the stockpile costs) and it'll mostly be used for edicts and policies - actual governing of the empire. Think of it as a measure of government efficiency - an empire with a high influence-to-planet ration has a very efficient government who can run multiple policies and edicts on many planets. An empire with a low inf-to-planet ration has a tiny, ineffectual government which struggles to make itself felt everywhere.
9 Suggestion: Have different completion times and costs for 'Clearing' tile types - some more expensive and difficult. Also research/traits could reflect skills in those areas.
I know Energico has some ideas on that front already - extra blockers which will last deeper into the game, and which are more horrible on the more inhospitable planets.
10 Edicts appear to have no influence cost displayed
Because they cost no 'flat' influence - see above.
11 Noticed a Governor leveling up 3 levels at once.
Huh, that shouldn't be possible. Weird. Will investigate.
12 Strategic Resources display is doing a word-wrap to next line down as numbers get into 3 digits.
Can adjust that.
13 My own empire seems to grow much larger than most other AI Empires (WAD? - just my experience?)
You'll probably grow a lot faster than they do atm. The AI really seems to struggle in the early game, but improves sharply after about 50 years (sometimes colonizing a dozen planets in a very short space of time). To be honest, I'll probably be poking the AI for the next 2-3 years, though. Hopefully
@Wiz the AI God will smile upon my efforts and grant me new powers in that area anyway.