I think the tile system for planet surfaces is a dead end in terms of usefulness. All the cool other games they've made abstract the physical infrastructure of a power base. The whole zone/territory has a collective kind of way of looking at the resources, special buildings, or improvements.
I like that there's a physical location for a base or mining station in the system, because that makes for some interesting tradeoffs with maneuvering your forces, but the planetary tile system really is the worst case for it.
Like, why can't you just use pop as a cap on special buildings and improvements, turn the basic set of buildings (lab, mine, food, energy) into an abstract set of sliders--use special buildings but force them to have a cap of max pop - 1 (capital), and do a shuffle of -x [resource] from the slider production, but adds -1/2/3x [resource] + special effect.
A sector could just amalgamate that setup into a single huge slider, and whatever you need goes whereever--making managing the sectors production more straightforward. Maybe with constraints like 'sectors refuse to starve themselves or operate at an energy deficit'. Fiddling with the sliders would incur a infrastructure cost that would burn down over time.
One of the best 4x space strategy economies was the original Master of Orion. Sure, it wasn't incredibly sophisticated, but it scaled extremely well. Civ has position linked to resources, but it uses that as part of the strategic landscape. In this game, there's no reason to do that. The stations work that way, but the planets have unnecessary detail. The buildings on the ground don't affect the behavior of the starport or the ability to raise an army. Anything hinging on race only comes up with the associated build order comes up (colony ship or army). Migration is abstract, and only occasionally becomes meaningful, because planets are all star-wars-esque 'single biome'. So mixing tropical, desert, and tundra tolerant races on a planet isn't useful.
Tile blockers as a research thing and an extra step in planet building are another flavor thing that isn't useful. That could be abstracted to 'Size 20: Blockers 12

4 volcano, 2 wildlife, 6 mountain)' and just fold it into the burn down on the infrastructure investment. That's all that's happening, and once it's a sector, you don't even need that much insight, because it's completely out of your hands. Though, at the same time, little is done to call to your attention which blockers are more useful to destroy.
In fact, the research slider from the planet itself could clear blockers, and tie up research output until they're clear. Thus giving you some control, and keeping that idea, but making way for better and more interesting empire-wide research choices.
I don't know. I think Paradox has been really successful avoiding management without a purpose in their strategy games. If this were a simulation like Cities, it'd be different. Then the careful infrastructure management would be the point of the whole exercise.