I got the Endless universe recently. It was LONG wait here on Finland but finally I got hold of those DA and ToA and I'm really enjoying playing them.
Yesterday I decided to try the editors and to my delight they were fun and easy to use. I already had custom race based on Terran techtree. My custom race is splinter group of humans who have went to path of transhumanism. They love technology and research and like to show this on their ships. They are neutral. Political party is technologists (surprise, surprise) and they are super traders because they usually like to exchange their achievements with others they trust.
So, in the light of these facts I decided to modify Terran techtree for my own liking a bit to give my Nexon alliance unique touch. No techs from terran techtree has been deleted or altered yet just new stuff added
1. First I gave Nexon alliance a new super tech called Nexon ship mastery. This comes after master hull building and takes almost as much time as massive hull building to research. It give 5-10% bonuses to weapons, repair, defense, hitpoints and military production. Also this super tech opens Shipyards of eternity GA for Nexon alliance. SoE is similar to Arcean starforge giving ship quality 15% boost and also boost production on planet about 20%
This is quite late game tech + I always play with slow tech on maps from large to bigger. So how do you think this affects the balance. I think it isn't too powerfull because of it's long research time.
2. I want to give NA some unique tech and/or building to reflect their liking to technology. So, should I give them special building that boost research OR building that boosts their creativity (or both)?. I always take creativity as race ability so would extra creativity give me "lucky advantage" over other races. Though, Yor have some tech that gave them bonus to creativity also. So should I go for creativity or/and research? 
3. I've been thinking about adding Mercenery HQ super project after war collegues research. Mercenary HQ would give about 5% war profiteering bonus but also 10-30% penalty to morale. This is because NA don't really can't understand waging war over money. Still there are mercenaries in NA that wan't to make profit with their skills.
Should I add some more penalties for mercenary HQ or leave it like this. Also, how long research should this be.
All suggestions and opinions are welcome! I'm trying these things out but I would be very happy to know what other players thing about them in general and how they are balanced.