how about a "lessons learned" article about your greenlight experiences?
it could be of great help to us who may follow in your footsteps.
My advice would be "don't do it the way I did it " As I see it I have failed every single marketing/promotion thing Except one thing, "the concept looks great on paper", I have a feeling this alone did all/most of the work... Some people/press got hyped about the game, it was surprising. I did a lot of controversial design choices (like you can't construct buildings on planets) in order to focus on the things I wanted (like no micromanagement), strangely there were no people complaining about it, instead, out of nowhere, popped out a horde of people who had identical/very similar views on how such a game should be made to my views
So, I guess, if I had to give some advice it would be: "don't design your game the same way others do" and "originality pays off".
But again, I'm not very qualified to give any advices on greenlight.
You should write a post mortem on the project and post in in articles. I am sure I am not the only one curious about your experiences a long the way and if going back what you would have / could have done differently. Congrats by the way!
It's just greenlight, the project is not completed yet. So it's too early for a port mortem.