I've been playing the game for a couple months now. And, I the scenario's rarely provide the good choices with a good outcome. For example:
There's some such aliens already on our world.
Good - Leave them alone (-10% PQ)
Neutral - Move them to land we don't want (0 PQ)
Evil - Make them slaves (+25% PQ)
Why can't the breakdown be something closer to this?
Good - Do not move them, but study them (-10% PQ, +25% Research)
Neutral - Educate and assimilate them into our society (+25% taxes... after X turns?)
Evil - Take their land and make 'em slaves (+25% PQ)
Or as another example:
You've caught pirates that are trying to bribe you.
Good - Make 'em walk the plank, boost funding to stop pirating (-100 bc)
Neutral - Lock 'em up (0 bc)
Evil - Done and done (+500 bc)
So why not have this?
Good - Make 'em walk the plank, boost funding to stop pirating (-5 bc a turn, +2% trade... all races?)
Neutral - Lock 'em up and throw away the key. Let it be known pirating will not be tolerated (at least in your zone of control). (+1% trade)
Evil - Take the bribe (+1000 bc)