The issue for me is two fold.
How predictable the game plays.
How repetitive the same actions are with no thought involved, thought is crucial and more weight needs to be given to every decision, with more consequences.
Techs:
The number of techs isn't the problem, it's the frequency of them. Slow down tech pacing and you'll not only have a longer game but also make each discovery more meaningful.
Though I do agree, some of those % numbers, should be actual techs not just bonuses.
Planets:
I would partially agree with planets in this regard too, only we get to tweak their frequency already.
So a simple concept, have a tweak to planet titles in the starting game screen. Bonus tiles to each planet, -5 to +5 (or more), with a slight decrease in overall planet availability (1 step down abundant becoming common, common becoming occasional etc ), with one higher setting added past abundant for those who liked all the old options.
Fun:
Random events will help make the game more fun when they get here. - Including invasions or rebellions. I am hoping for example, for another dimension aka moo2, with a few simple star clusters which can appear.
AI's need more personality, and different playstyles, so we have to play differently against the different races. This runs all the way through them from their dialogue, through to their behavior at a strategic level.
Also of course the more AI empires there are, for me, the more interesting and unpredictable the games become. This is why I am looking forward to really large scale games, and think that will bring the 4x experience I always dreamed of
. Space empires IV for example was great with, what was it 20 players? A modern game with 50+ players will be amazingly unpredictable.
Diplomacy:
Needs more factors, to make games more unpredictable.
I said ideology in one thread, but there are many other possibilities. Others have said for example, recently flipped a planet, being a negative modifier against who you took it from. Another obvious one from the old games is, mega power. If you are over-dominant as a superpower, other races might resent you and try to band together. If you are tiny, diplomatic neighbors who like you might try to make you a proxy state or give you limited autonomy under their control rather than wipe you out.
Rebellions within a faction, so you have two of them, the old empire and the rebels. Rebellions which you can help start up.
I've argued the multiple UP or large multi-alliance angle to death in the other thread, this would add another multi-alliance area of diplomacy. If this doesn't fly, then just as the name reads multi alliances, space empires V tried it and failed but perhaps the galciv team can do better
they did great when it was based around ideologies in previous titles.
Trading factions might dislike you if you are out trading them.
Warlike factions might dislike (disrespect) you if you are always at peace. The opposite for diplomatic factions. <- This can be done by ideology or this method if people prefer.
Warlike factions should require breathing room, and get a negative mod on their neighbors when they run out of space. When I start next to the dregin, I REALLY want to think holy hell I'm next to the drengin.