This topic is meant to highlight an approach to 1.1 that works on all difficulty levels. To put it shortly: It's the economy, stupid!

I was inspired to it be reading game reports of Magnumaniac, then made my own trials and was surprised that it works so well.
Basically it's all about the economy: I like to start with +30% economy, +20% morale (more people = more taxes), +30% pop growth and the Federalist party (another +20% economy). This maxes out the economic bonus, the other picks could be replaced, but the ones I wrote down ensure that you'll get even more money.
There's not much to say after these starting picks: Build one or two farms on each planet, try to get the morale wonders and build stock markets, and sooner then you know, you'll swim in money. This enables you to buy a lot of things, both in your factories and on the diplomatic screens - it results in a lot of flexibility for you overall. In other words: Galactic dominance.
This led me to several conclusions and suggestions:
- Either the base tax income is too generous, or the economic bonuses that you can choose are too powerful.
- Coupled with a good diplomacy value (it's relatively easy to get the Diplomatic Translators, the Galactic Showcase and the Galactic Bazaar - a very powerful combination!), you can directly buy lots of techs for little money from the other races - like half a dozen good techs for 2K bcs from a "neutral" neighbour. It's that easy to do that you can even refrain from doing own research if you want to! (so maybe diplomacy is too powerful as well?)
- Compared with the tax income that you can achieve, trade income is highly underrated: It's usually less than 10% or even 5% on larger galaxies, making it obsolete if you have a nice surplus (except for diplomatic reasons).
- In my opinion research is too fast in 1.1. What's called "slow" now should be "normal" (although that is a matter of perspective).
- To better adapt both the trade income and research costs to different maps and galaxy sizes, it might be a good idea to base their values not on the galaxy size, but on the total number of planet quality available in the galaxy. The sum of all planet classes seems like a good measure for the potential productivity of a given map to me.
- Last but not least, some small suggestions for the tech tree: It would be nice if every tech had at least one effect (other than enabling the next one), there are some techs that have no effect whatsoever. Here's the full list: Armor Theory, Missile Defense Theory, Shield Defense Theory, Superior Hulls, Deeper Knowledge, Galactic Understanding, Near Omniscience, Beyond Mortality. Especially the techs next to the Technological Victory could have some nice effects in order to give the players not aiming for the tech victory (most of us, I guess) an incentive to research them. I remember "Near Omnipotence" in GalCiv 1 as a good example.
- Regarding the tech tree, number 2: The range bonuses given by the range techs are too high in my opinion, they make using a significant number of support modules almost obsolete. Most of them could be halved, I guess.
- Tech tree, number 3 (and last one): There could be bonuses in areas where there are none right now, like giving +5% research when you get the tech for a new research building. The bonuses to hit points given by the last hull techs should be higher, I think. More (small) bonuses in general (to economics, production, weapons, defense...) could make research more attractive - even when you don't plan to upgrade your planetary buildings right now.
Thanks for reading all this if you're still with me, I hope my suggestions will find an open ear.
Feel free to comment or to show your support, 1.1 is much better (again!) than the earlier version, but there's still a lot that could be done. I deliberately refrained from writing down complicated suggestions that would require a lot of work and balancing. If I'm not mistaken, all that is listed above should be relatively straightforward to change.