First of all, I'd like to point out that while this looks like 4x in a lot of ways, it's actually grand strategy so asymmetry is fine.
Second, this is a pet peeve of mine in similar games, but in many games a race/player with a massive tech boost tends to be able to run away with the game. I noticed that the intelligent racial trait gives a flat 10% bonus to all research production as well as Natural engineers/physicists/sociologists Give 15% to their individual research generation. With 4 point maximum I foresee 25% in one and 10% in another with a negative in something along the lines of happiness like repugnant which is only a -1% to other species happiness. After this you take fanatic Materialist which gives you a 10% Research output to each category, making the current output +35%/+20%/+20%. Along with this your researchers all give a reduction to research time. For Government type you take Despotic Hegemony for a +5% to all research speed. In the video the starting scientists gave 2%/2%/7% as well as showing that a common early game research was Administrative AI giving a 5% research speed for the rest of the game. They also showed it was a common and possibly a weighted research choice since it appeared 3 out of 4 times before being chosen.
Meaning it is EASILY possible that 5 years into the game you have the following: Research production +35%/+20%/+20% and Research speed + 12%/12%/17%.
This is also without any character special abilities (which a 10% research speed was shown)...I feel that this is simply to much of an advantage against most other species/civilisations... Easily capable of a runaway tech build. Can we get a general answer to what balances the above tech build with other builds that are more about happiness or resources?
This isn't a 4x game, you know. The tech is way more of a grand strategy style. It's not quite as unimportant as most of Paradox's games, but think of it as something like Dominions: Yes, tech matters a lot, but ten or fifiteen percent different in research still doesn't matter more than twenty or thirty percent difference in size. Of course, without having played the game I can't say for sure that's how it works (and those numbers if you stack bonuses are pretty impressive) but I think that's the aim.
Third, It was mentioned that choosing your starting weapon is similar to rock paper scissors. However all ships start the game with just armor, no shields or point defence or other types of defences... As such energy weapons seem to be flat best early in the game from what we have seen. It would be nice to get a few more details showing how its a equal opportunity choice.
Ships don't start the game with armor.
Fourth, I cant immagine how Hyperspace lanes are not the flat worst FTL method available (at least at start).
They're cheap and fast. It might need balancing, but it sounds like the core concept is good enough to me.
Also in late game Wormhole is a huge sacrifice. If your in an alliance or federation and need to jump have the map, you are out of luck because you are stuck with the range of your wormhole stations.
Presumably you can upgrade the range of your wormhole stations, but yeah, a wormhole build is going to be much more focused on working well within your empire than on ranging far and wide.