RA, while certainly strong as anything, I think is intentionally so. I mean, the game MUST end at somepoint, otherwise the Vasari would just be sitting around like anyone burning infrastructure and the like.By the time level 8 premiere techs have been researched, it should really be a zero-sum C&C style game with superweapons blowing things up left and right.Of course with respect to the fact that other races don't have this easy "End the Game" ability, there is a problem.
The thing is, RA normally doesn't shorten the game, but rather increases the length of it. Unless the Vasari player (and his team) already is the most capable, I've almost exclusively seen games be prolonged by RA, since it heavily dimishes any existing advantage the other side might have. And, due to the fact that RA is almost independent of the owner's economy, makes it pretty damn difficult to give the Vasari player the fatal blow. The inflexible fleet upkeep system normally means that losing a significant chunk of your fleet is quite often fatal, since upkeep have crippled your economy and made it that much harder to rebuild. When playing against RA late-game, this also means that unless you win that end-all military battle without any heavy losses, your win will most likely be a Pyrrhic victory.
TEC and Advent "Game Enders" are pretty much horrible with respect to that. Militia is pretty worthless by the time you get it, as a late game player isn't going to be hampered by a bunch of pirates.
Capital ship EXP +Allegiance is pretty much a joke- Capital ships aren't worth much in the late game, and Allegiance even less.
What would be a good solution? Increase the power of the Game Ending technologies. Novalith, Culture and Kosutra cannons ought to be cheaper and quicker to fire. Militia should be spawning siege frigates and LRM that kill infrastructure all over the place. Advent capital ships should be coming out of the factory, reaching level 10 within a matter of minutes. Just have everything go freaking nuts.
Now, I know you aren't arguing against the usefulness of the TEC and Advent late-game techs per se (I agree with Demonic Spoon when it comes to that), but against them as "Game Enders." The bigger question at hand is naturally whether or not Ironclad did intent these techs to be "Game Enders"? I'm not sure, but I do know that I hope this isn't the case. If it is, the approach Ironclad will take in order to, hopefully, fix the inbalance of RA, will be to let overpowered balance out overpowered (as TEC trade spam actually pretty much does now). This is naturally a viable way to design games, and often also results in fun games (SupCom, Empires: DoTMW etc.). But, most of these games have been designed with this in mind from the onset of their development, Sins just doesn't feel that way and it require a fundamental redesign for it to work adequately. I fear that as it stands now, making the late-game techs "Game Enders" would greatly simplify the game and remove some of the subtle complexities Sins owes to its 4X roots. Instead of being facets and sub-goals of an overall game strategy, the late-game techs would
be the strategy.
With regards specifically to strengthening the Novalith etc., I think you would just end up with Sins taking the shape of trench warfare in space.