Race builderPlanned: design your own species at empire creation, traits, tolerances, the lot.
Race-driven homeworldsPlanned: your species determines your starting world, so a heat-adapted race starts somewhere hot. It replaces today's safer, samier starts.
Governments and policiesPlanned: pick a government for its bonuses. Switching costs you, and the penalty fades over time, so you are never permanently locked in.
Fleet officersPlanned: one officer per fleet, with skills that improve the fleet. They gain experience, and they can die with it.
Ship service records and crewsPlanned: ships remember what they have been through, and veteran crews can move to a newer hull so progress carries.
Colony happiness and rebellionIn design: conquered colonies can revolt unless garrisoned, which gives troops a job after the shooting stops.
Credit economy and merchantsPlanned: a currency you cannot farm. A trickle from your capital, plus merchants who buy limited volumes. Tradeable between players.
Movable capitalPlanned: move your seat of power, on a long cooldown. If it falls, the next best colony takes over.
Expanded rankingsPlanned: leaderboards beyond size. Exploration, battles and more, each its own board.
Warp probesPlanned: scout the far side of a jump before you commit a fleet to it.
Orbital structuresPlanned: defence platforms, solar arrays and other things built in space rather than on the ground.
Browser playPlanned: the game is designed so it can be played in a browser as well as an app. Proven feasible, not built.