The Tech-descriptions are another weakness in the game.
In this category belongs missing general information, using more serious and informative text.
(nothing against one joke, but after all this game is no joke or kid-game, so this aspect should not be exagerated)
This is also related to the general aspect of User Interaction.
While the AI received much attention and brought Artificial actions to a new level, the User Interaction with the game did not.
1) UI continuity
a) Tips on mouse-over (Tool-tips) not everywhere.
While even in MOO2 or Civ4 this is standard, the mouse over tooltips will not appear on every occasion in galciv2.
Starting with the creation of a game, countless items have no accessable information ingame.
Nor by tool-tip, nor by right clicking it.with continu
A good UI-help integration can be seen in MOO2.
Everything (Buttons, items) will react on a right mouse click with a help popup explaining the specific item.
Mouse-over tool tips are also present continously.
Civ4: everythign will bring up a tool-tip-information when you perform a mouse-over.

Scrolling
As mentioned in my UI bugs post: https://forums.galciv2.com/?forumid=274&aid=124827
the slider scrolling/pressing arrows operation is broken.
Usually in Galciv2 the mouse-wheel is working for scroll-operations.
However after a new turn begins, the summary window containing informations about what was produced, what battles were hold and such, can not even be scrolled by mouse-wheel.
This leaves the broken scroll operation by slider or arrows.
c) Confirm Button placement
As mentioned in my UI bugs post: https://forums.galciv2.com/?forumid=274&aid=124827
2) User Possibilities
Frogboy explained that it is easy to implement features in a game but hard to make the AI effectively making use of them.
Actually galciv2 is different also in this part:
a) AI can ask a player to remove a starbase
AI can ask a player to remove ships
These are operations the player can not perform towards the AI.
Even in MOO2 such options were available. (Stop spying, ships from orbit and such)

Tech-Tree
While it was often noticed that the Tech-Tree is very boring, the actual text surrounding it does not even tries to "sell" it to the user.
It is not real excitement to advance the tech tree just to receive the seventh version of something.
In fact also for gameply there is no difference from early start to future advances in the game. This makes advancement not really exciting. (Exceptions: bigger and faster ships, but this is nothing really different.)
If this tribute was made to the AI, than i personally (subjective note) would prefer a strong Multiplayer integration and further "AI improvement" with the time.
3) User as Co Developer / Commercial Products
While i understand the possibilites of offering Modification possibilities, the expecation is to receive a full working game.
I dont see any requirement to have the user fill out some "TechTree.xml" just because the original was filled out in haste.
The dropped Arguments ("than do it yourself") apply great for Open Source, but not for commercial software, especially when we do not talk about customizing.
Speaking of Commercial Products:
This should apply also to Build Management and the Test Department.
Personally i do not understand what the Q&A looks like. Are only the developer checking ? Because some of the UI problems found pre-1.3 and the ones still in game would be part of an Inhouse Test-Report.
Regarding the Beta Builds:
Its hard to understand why a CEO?/Chief Architect which receives a baby has to care in any way about the Build Management in order to release a version from a hospital.
While we applaud the personal effort, it makes more the impression of some open source project than of a commercial company with processes, and defined roles.
GC2 is a very nice product to spend free time on, but professionally it is hard to understand some aspects.