That's not a case of the game being boring, that's you being boring. Slavers know to attack me because if they don't strike first I'm gonna liberate their slaves with my revolutionary armada. If you're lethargic and have mono, no gameplay mechanics will force you to do anything. Maybe try to play like you're not paralyzed from the waist down and you might find things are fun to do without requiring a 2000 page thesis to explain why you need to do them.
On one hand I know this is a joke, but on the other, if you only have your one colony, it being your capital world, you are 100% almost paralyzed from the waist down due to how industrial districts and getting CSG vs Alloys work now. It's impossible to change designation on a capital world, so you will only ever have 1 Artisan job and 1 Metallurgist job per district. Meanwhile, Gestalts and instead have the same number of them and literally have double the alloy output, this is a balancing problem because in almost all post early-game scenarios, CSG upkeep is so low below potential Alloys upkeep that it doesn't even bear mentioning, even with Utopian Abundance on.
Additionally, the game is actually provable as boring. In literally every other galaxy-scale empire builder, or 4X game as the industry calls it, you can max out a colony or system (in the case of Endless Space) far before the end of the game, let alone multiple, it's just that over time you'll have to add a couple new improvements to them as you unlock them, sorta like in Stellaris, but in vanilla Stellaris, you literally can't do that in 100 in-game years.
But max-out, I mean "To make sure that a colony has nothing you could do to improve it further (minus very occasional unlocks) due to already doing everything" and one element of that is pop job filling.
When you mod out the scaling pop growth cost, you CAN max out a colony, but it still takes 3/4ths of Paradox's recommended game length, that being 100 years max, and if it wasn't, Paradox's last creator game where they previewed Federations, wouldn't have had an enforced length of only being at 100 years.
Not to mention, the game lags so badly because it recalculates tons of things and automaticaly rethinks about where pops should be, for practically no actually good reason that wouldn't be better than a "Only update/recalculate when absolutely necessary" kind of system, so the pace of the game is slowed even further by the game being so bad that it can't run at a consistent internal speed.
Lastly, the AI isn't capable of being called smart, it doesn't reason or employ any behavior capable of such, now all it really does is suicide bomb their ships into your front lines unless you're ridiculously more powerful, it doesn't do anything that doesn't make sense, it doesn't have wierd colony setups that, when a player thinks about it, is legitimately a really good idea, or is conditionally a good idea, it can't even use the economy right so Paradox, in their infinite intelligence, decided to dumb down the economy further for it, and all it did was introduce an early-game imbalance between the Normal Empires and Gestalts, but also Players playing Normals vs AIs with any number of cheat resources.
The designation system isn't even a swappable modifier system instead for crying out loud, just in theory, having 3 or 4 decisions on a planet that add the specialization modifiers that give extra jobs and take them away from the other between CSG and Alloys would work literally infinitely better than the current workings of the industrial district designation feature because it can easily work on Capital Worlds but would allow you to multi-task a planet at least a tiny bit better. Want to have Mining World designation on a world with some industrial districts? Well now you can with it being modifier-based and not designation-based and it won't drain your mineral income as hard, about 20% less hard in fact and you can choose between neither, or Alloys or CSG and it'll be fine. In my reckoning, 20% more minerals is a heck of a lot better for scaling than 20% less mineral upkeep.
So yes, Stellaris is, in fact, boring. Imagine how many would love Starcraft 2 if it took you literally 8 hours to get up to 200/200 supply and to get all upgrades. The game's pace is literally way too slow and there's too little to actually do for that slow pace to be at all worth it, it's just a fact. Most mods only make it better in that they let you have more options to create a stronger empire over time and the more mods you have that accomplish that, the less you're bound by RNG to basically beat your enemy without contest. The more mods you have, the more your SKILL matters because you have more ability to have it take advantage of everything to better effect. Any game where skill basically doesn't really matter is inherently boring until you get that run where you're literally the apex predator and nothing, not even a crisis can stop you, but then you've already won, you've created the strongest empire possible and there is no longer any inherent challenge and that, in turn, becomes boring even still.
Honestly: A faster pace, lower time cost of just about everything, lower resource cost of just about everything, and a lower COUNT of jobs available would be a good step in the right direction in making it less boring. Not to mention maybe having less incremental bonuses littered throughout the game and instead having fewer but more powerful bonuses in the game would make those bonuses feel more impactful, it would also reduce bloat and it could make the game at least somewhat more fun.
But to make it more fun, you would need people to be hired at Paradox who could actually make AI that could be interpreted as, intelligent, something capable of keeping up with the player without cheating, if Master of Orion 2 had that, if AI War: Fleet Command had that, then Stellaris can too honestly, and it's not like those two games are less complex. Economically? Sure, I guess, AI War is based in Streaming economies and colonies produce ships in Moo2, but they both have actualy balance and good design in the combat, they aren't just "lol spam the cheapest ship and win", AI War has tons of ship types which all can counter or hard counter one another, while MoO2's ship designing puts Stellaris' to absolute shame, is the source of the game's late-game optimization issues, but ships can be designed to counter other ship setups and larger ships just give you more options for an actually appropriate cost, and they're also based on a "space" system, and not rooted in the limiting crap of limited slot counts.
But it's not like anyone cares about my walls anyways, so i dunno why I bother x3