OK, I've read through all 165 posts.

HOPEFULLY, the developers are still reading this forum. Saying and HOPING they are...
1) PLEASE have an opening post in this forum that lets us know that you've read these posts. Sort of a "Suggestions So Far" post. In this post, you list what has been suggested and A) why it won't/can't be done or

that it is being currently worked on or at least on the "to do" list and ETA in either case. THEN sort the posts by those that have been looked at by the development team and those that haven't been. Those that haven't been looked at by the dev team being ahead of those that have been. I'd give them different background colors to make this clearly stand out ... or a post by the dev team that those posts that follow have already been looked at. Lastly, enable us to vote for what's on the Wish List. Not vote against them. Just whether we want them. By doing all this, you show mercy on us and don't A) force those who don't want to be redundent to read all these 165+ posts in this forum, or

force the lazy to simply post their suggestions that have already been suggested over and over again.
Now for my game suggestions.

This is after playing the game until 4 am on my roommate's computer. LOL I'm seriously thinking of getting this game and not just playing it when my roommate isn't. If the below were implemented, I would DEFINITELY get it. So now without futher ado...
2) Feeling a bit railroaded. I really feel railroaded at the start in having to research the Communications tech tree. I've tried other routes but quickly drop into the red. If we all have to do the Communications tech tree, then just give us it (or at least enough of it) from the start. Move our tech to that point where we don't have to feel railroaded to do the money-getting tech. You're not requiring us to research hyper-drive so don't have us research stuff we have to research so not to fail shortly after beginning.
3) Related to #2 and probably my biggest issue with the game is making money. There's been a lot of good suggestions on how to bring this about. My own unique spin on the best of these suggestions is:
"Trade Goods" This should be available in both the military and social build queues. I would have three choices along this line: 1) "Materialistic", which would try to produce maximum trade goods by that production queue, 2) "Relaxed", which doesn't build maximum trade goods possible, but enables the workers to take it a bit easy thus also gives a morale bonus to the planet, or 3) "Work Holiday", which produces no trade goods but gives a MAJOR morale bonus to the planet. "MAJOR" = maximum morale ranking possible if both build queues are "working" on it. One of the nice thing about "Work Holiday" is that it could be used to at least temporarily turn a red frowning planet into a happy one. I would however temper "Work Holiday" with a 1% drop in morale of all the other planets in your empire that are also not on a "Work Holiday". This prevents you from using "Work Holiday" too much and mainly for just morale emergencies. It also makes sense since I, personally, would grumble if I had to work and another planet didn't have to, but I'd also understand the need if that planet was on the verge is succeeding from the empire if it wasn't done.
4) Sort of along the same lines as #3, I'd also have a "Help Other Build Queue" option in each build queue. This just makes sense. If a planet is rushing to build a Wonder, it makes sense not to have that planet make military ships but instead send those workers over to help the civilians build that Wonder. Afterall, a welder's a welder.
5) Someway to get a Wonder to be part of a planet's build queue. Some Wonders I don't want built until after a planet has built other things. Presently, I have to do some minute-by-minute micromanaging to do this. As it stands, Wonders are either currently being built or sit out of the build queue. This would really help when you want one planet to build more than one Wonder.
6) Related to #3 and #4, enable the governors to have their build queues end with one of the options suggested in #3 and #4.
7) Bonuses for being good. Why are all the morality choices for being evil given a bonus? Why not good be given at least occasional ones? I know my roommate likes playing the evil dictator in most games. It would be nice to hear him groan over being penalized for being evil. Right now, he's laughing like a madman for being so rewarded for always picking the evil route. Likewise there should be some choices where the neutral route is the only one to get the bonus.
8) A better tech tree. You should be able to see where research along a certain line will lead you ... or at least three steps ahead. Also, as many have requested, hyperlink what the specials / new buildings are so we can make better informed choices about where we'd like research to go.
9) Tell us just how productive, happy, etc. each planet is in the planet lists when we pick the different ways to sort them. A simple number in the lower right corner of the planet picture would be good. Have that number either have a "+"/"-" in front of it or have it be green, yellow, or red.
10) Zoom in/out. This is probably the second biggest issue I have with the game. I hate that you're stuck with either the barely readable mini-map or the nose-to-the-window-pane main view.

I would really appreciate being able to zoom in and out on the main view so I can just see my empire or section of it. As it stands, this is a major pain when it comes to colonizing. The only planets I'd want to build colony ships are those on the fringes of my empire. Additionally, when I do build one, it is a pain trying to figure out where it is, which planet with a colony ship is closest to the planet(s) I want to colonize, etc.
11) Related to #10, I'd like some way to tell which planets are building colony ships, warships, constructors, etc. I zoom out to take in my entire empire and I should be able to see this and understand it. This way I can catch a now-interior planet building a colony ship. I click to that planet and can then adjust the queue.
11) My third biggest issue with the game is when I pull a ship (be it a colony ship or whatever) out of orbit at a star and then click it to go somewhere, it doesn't but a survey ship does. I cannot tell you how many times I groaned when that happened.

Why on Earth is that happening? This is just plain stupidity. Why on Earth do you think I don't want to manipulate the colony ship I just pulled out of orbit? I'm sorry, but this really pisses me off. I then had to not only click on the colony ship and send it to where I wanted it to go, but I also had to find the survey ship that was given the wrong orders and get it back where it was suppose to go ... to say nothing about it wasting time doing the unwanted move.
12) Lastly, I'd like to second Charlesincharge's Sandbox suggestions (Message #140). Ideally, I'd like it to have its own goals to meet. One I could see is "Colonize All Habitable Planets and NEVER Fall Out of Power". This goal would reward you on how fast you were able to colonize the entire map. If you ever fall out of power, the game ends there and you get your score with a note that you failed to reach the goal. A related harder goal could be "Colonize All, Never Fall from Throne, Never Have a Succession." A planet leaves your empire and game over ... here's your score ... thanks for playing. I'd toss in an Anti-Expansionist Party that you cannot choice as your party and that would be your biggest polticial opponents.
In closing let me say that contrary to what you might be thinking after reading all the above, I am enjoying this game. It TOTALLY beats MOO3. It is what MOO3 should have been. Thanks for making the game!