Galaxian is a old computer game from 1970 - we could also call it Galagan (like its successor) :-)
Okay, back to the serious stuff again:
@r0cknes - i like the obstacle/objective idea a lot! lets call it "Agenda". something like: you can bring them into play for free but you have to place resource tokens on them to trigger their effects. There are Agendas that help you (objectives) and some that harm your opponent (obstacles). something like that, but the core idea is very good.
@yudencow - that diplomacy votes thing is brilliant! it blends well into the trade idea and could make up a second mechanics block. there could be "decree" cards wich work like enchantments, event cards or interupt-spells to change the current situation. those cards can be played for free but: players have to vote either "for" or "against" the card. diplomacy would work like a vote based counterspell system.
Also i think we should rename Technologies into "Achievements". They are still global in sit in a line at your side of the table. "Achievements" affect some or all other cards in play and work much like global enchantments (magic:tg), but some of them could also be tapped to produce once-per-turn effects.
Achivements could be aligned to the 7 attributes, this would split them up in sub-groups. you need the coresponding resources to bring them into play (a military achievement requires you to pay military resource points etc.).
Military Achievement ->Warfare
Science Achievement -> Technology
Diplomatic Achievement -> Decree
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One more: in my mockup i had 5 planets in total (Ascent stated this a few posts ago), where one player chooses 3 starting planets and the other only 2. Maybe we reduce that number to simplify the gameboard at least a bit. Lets say 3 planets, where the player who is going first may only bring one starting planet into play, and the player who is going second, the other two. This does not solve our core problems, but maybe its a step into the (hopefully) right direction.
Finally, i hope you understand why i dont want to start writing a rulebook anywhere near spring 2012, right now this "pile of ideas" is nothing but a big, creative mess. we really should take our time to do it right.