Personally, I like tactical combat. I think it's ignorant to assume it serves no real purpose. I agree it's not 'required' for the game, but neither is ship jewelery
Tactical combat is still strategic. I think it's the only thing missing (besides multiplayer) to make this my fav game. Space Empires IV is still my #1 turn-based game, despite the unbalanced tech tree and rather stupid AI. The tactical combat could make the difference between victory and defeat, and it also made you make more advanced outfitting decisions about ship equipment, such as range versus damage versus damage type. It also put emphasis on propulsion. A faster ship could outrun missiles or swoop in, attack, and then pull out without a scratch. Fighters and carriers were also a great concept I'm sorry to see missing from this GC2. Certain civs had to "purchase" access to special tech trees, giving the game a rediculous replay value.
Lastly, the "wormhole" concept was cool. The biggest problem I have with space games is a good way to defend yourself. There's really no way to set up a "perimiter" defense. With enough funds & speed, an opponent can pick off a small planet within your influence and start cranking out HUGE ships turn after turn. With wormholes, you could close off entire systems at wormholes with mines, starbases, or fleets. Once a sector's defenses were breached, you could come in with a decent fleet and close off all other wormholes, securing that sector. This meant that for a person to make it to your home world, they couldn't just charge witha huge fleet kamikazee style. There had to be more strategic decision making.
It would be nice to see starbases do more against rushing, such as "Ship point-defense" (not missile) where ships take damage as soon as they enter the starbase's AOE, or maybe a tractor beam/subspace disruptor that freezes all ship movement for X number of turns. This is especially important for when propulsion techs get to where ships can move 20+ parsecs/week.
Also, I think starbases should have higher maintenance costs or something. They're kinda overpowered. A constructor ship is CHEAP and a fleet of well-defended constructors can set up an almost invincible space station in enemy territory with relative ease.
I love CG2. If I want to play a newer version of Space Empires, I'll wait for Se5. The same goes for Moo2 fans. Oh. Ooops. Sorry
I just wanted to give my perspective, in case anyone out there is interested