Diplomacy - Would it be more logical to have a system where you start out with something like a 25% approval rating or so with the AI, and originally start with small missions like - Give X resources to us/team... - with only a small decrease in friendship if you do not complete the missions. When you get past, say, 50%, the missions get harder and you lose more friendship, and once past 75%, well, lets say thats when the - Kill X ships/structures of enemy - diplomacy comes in. This would get rid of early game problems, and allow the player to actually (possibly) be able to FIND the AI they are being asked to destroy. The original way seems a little off. I mean, do you go to somebody you just met and go, "Hey, can you go and infiltrate this facility that you have never seen of or heard of, and destroy these things. If you don't, its war. Have a nice day. It just doesn't seem right.
Also, I had an idea for the siege frigate stuff (and it works for other things too). Say, for instance, that an enemy fleet pops in on your planet and manages to destroy most of the major defenses on that side of the planet, then they destroy the colony on the planet. However, your influence on the planet is strong, and they can't colonize it. One of your fleets jumps in and manages to chase out the enemy fleet. You send in a colonizer ship and re-colonize the planet. I was thinking, rather than having structures destroyed when the colony is destroyed, they go into a sort of "stand-by" mode. If you manage to re-colonize the planet, you can pay a certain percentage of their original cost and "re-activate" them. If the enemy colonizes there, however, they self-destruct, and the enemy can't use them. It could be like a tech or something to have them go into stand-by.
I was just thinking they may be cool ideas. I hope no one has posted them before, because I was too lazy to look through 13 pages of creative feedback

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Edit: Sorry folks, this would be more for a 4.0 patch, since 3.0 is more technical. Oh well...