The main issue with the tech tree is way it's presented: Laser I, Laser II, Laser III, Laser IV, etc. It's just uninspired looking and a pain to navigate. |
Navigation isn't too much of a pain, really, except that we can't see more than half a screen's worth of it and we can't zoom it or increase the presentation area. To me, that would seem a minor thing.
As for the progression, yeah, its cumbersome, but to be honest, that's kinda how generational technological progression works. Take CPUs, they went from a few megahertz to a hundred megahertz over the course of a decade and a half, then only towards the late 90s shot up into the gigahertz range, and now have plateaued again with no real major jumps in processing cycles, but more efficient use of them.
The number of steps from one tier of a branch to the next and the amount of research needed to fill each box might be adjusted, but I really can't say the system as it is now is really bad.
To me, especially the weapons development trees, go entirely too fast towards the end. From Lasers to Disruptors, the rate of progression is fine (both in terms of size, cost, and damage increases), but beyond Disruptors III, the power curve on beam weapons is pretty vertical for the last three techs. The railguns and missiles likewise, those last techs just give out way too much power.
Honestly, I think y'all did a kick ass job between GC1 and GC2 filtering out the filler techs that were just speed bumps, and producing an indepth tree that went from about 40% filler (all those 4D and creation techs) to less than 10%.