I would very much like to see Sins transform a bit into the following.
If anything, Sins is too predictable combat-mechanic-wise. There is too much flash & pretty colours. I would:
-remove experience level limits for capital ships (unlimited levels)
-make far more subtle visual representations of ship special abilities
-make far less game-changing those abilities
-randomize damages from weapons fire (including siege armaments vs. planets)
-introduce the chance that a capital ship crew survives vessel destruction, so some portion of their experience might be applied to the very next cap. ship off the assembly line
-introduce more subtle improvements to capital ships as they level, stuff such as an additional beam weapon here, a turret there, a few points of armour, etc.
-persistent yet not obnoxious strategic level iconography (flashing planet names, glowing/pulsing planets) indicating sieges, incoming strategic weaponsfire, trade lanes under attack, etc.
-trade lane overlay (toggle) to more easily spot potential vulnerabilities and targets
I`d like to see lucky shots change combats. I`d like to see short fights turn into long drawn out affairs that the players weren`t expecting. I`d like to see more accuracy rolls and armour deflection rolls at play. I`d like to see long fights suddenly transform into short ones, due to random chance and critical hits.
More depth & unpredictability.
-dynamic cost, research time, & availability for the research tree (including exclusive pathing)
-capital ship types unlocked only via certain combinations of research (the exclusive pathing unlocking and locking types)
-less 'role distinction' between ship types, cap. or otherwise; less emphasis on such
-distinct faction sub-classes with their own peculiar ship & structure variants (ala C&C Generals expansion)
-the capacity to set whether or not a random skirmish map features multi-star jumping
-'totally random start points' setting for random skirmishes (players might wind up side-by-side)
-"Implementation" bar for retrofitting Artifact technology to a fleet... should take some time; the greater the number of Artifact techs applied, the longer each successive one takes (more complicated...)
-exclusive single-player campaign/story-mode assets
I enjoyed the *idea* of Nexus (cap. ship command) a great deal, but the execution was far too numbers-based. Not enough chance, crew experience accentuation, or randomization of outcomes. Too much X trumps Y. Too much hard math making an encounter more of a calculation than an adventure. Sins is great, but this is the direction I`d like to see it travel in.