I'm not all that bothered by issue number one but it'd definitely be a pleasant change of pace to have it be a bit different.
That's why I call them side-effects. Its not irritating, and I can see the interest of going on the macro-level of 4x (more planets, longer time periods / distances) but it became clear to me that a 4x game focused on micro-management would have to have a different pace and that this was one of the obstacles from a "feel" perspective.
total war games already have this sort of system
I see what you mean, but the implementation would be drastically different here, as you pointed out.
You might want to consider merging the two systems in one, you could require the player to research certain technologies before they can even build them in teh way you suggested, but have a bunch of technologies ready at the start of the game.
Yeah, I actually thought of that as I typed it. But it does feel like a trap towards power creeping. I mean, sure, the distribution of starbases limits that, but if you can reach warp engines level 19181383, it won't matter that you operate from a single maxed out starbase because the speed gain will allow you to be virtually anywhere with 1 turn notice...
It could be easier (faster and cheaper) to research technology if someone else has already discovered it.
Interesting, but it does become a game of catching up, thus, making the research race more important. Getting an edge is possibly that much harder with this method, but there's no denying that the focus on research will be that much more important. People would literally cripple their economy to keep 1 level ahead of their opponent.
Perhaps it can be balanced though. Thanks for the idea