1) Re: AI smartly surrenders when it's losing badly (planned for 1.03)
Please make this optional for those of us that like to see it through to the bitter end.
2) AI behaviors:
a) Less likely to run. Especially if fleeing will cost it a planet (AI flees too often and fails to recognize the value of attrition or the detriment of sacrificing planets). Fleeing as it stands is a bit out of control. The AI seems to never stand and fight unless it has a huge upper hand. This is rather low on the fun factor as you have to chase it all over the place just to get a single fight in this military focused 4x game. Currently the only interesting fights are against Pirates or an AI that has fled down to his last planet. The game feels more like a car chase than a epic space battle game at times.

Recognize the value of economic and military tech. The AI barely techs and forgoes building trade port or refineries, yet will dump 10s of thousands into bounties. Most games end with an AI with zero trade income and 0 to 10 tech in each group.
c) More likely to attack with balanced fleets (ie no more 12 siege frigates that jump and run all over the place).
3) Either better descriptions or an easier way to see the direct result of upgrades. For example, my bombers had the same damage at the beginning of the game as the end, yet I have researched damage upgrades several times. What did that tech do?
4) Population dies very very fast yet I have to keep bombing-- why? Some kind of damage ratio that makes more sense (planet health vs population)?
5) Moons instead of planets always having asteroids?
6) Space monsters or other MOO2 like random events?