Not even going to quote the original authors uneducated complaint and lack of programming knowledge, yet alone optimization technique implementation though 32b vs 64b. When you compile your own source code, build an SQL database, write event scripts, and create an installation application (I made game when I was 17), maybe then you'll have some merit to your statements, that is, if you can provide supporting evidence.
But, I'm not here to be a prick, my son can do that when he's using the computer.
I will say this, what do you expect on a 1000 galaxy simultaneously simulating THOUSANDS of unique ships, planets, stations, populations, events, the list goes on. The depth of this game is amazing, and I have a lot of respect for the development of it and the optimization progress I have seen thus far.
Try playing 600 systems or 400, just increase the habitation rate for planets. I actually just won the game for the first time in Ironman mode the other day, ended with 2000 ships (value not total) and a fleet of 360k, which I could have easily doubled. Ran 400 systems, 200% habitation, running a basic AMD 4x core @ 2.6ghz with only 4gb ram. Had no lag whatsoever in the year 2550.