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Make negotiating for captured spies ... => I can see this one being nice, but not sure how often it comes up?
Put asteroid labs and gas giant harvesters ... => At some point I do plan on when a civilization gives up its last planet in a star system via diplomacy it will auto scrap its structures in the system (mines, laboratories, outposts, etc.)
Reassigning a leader ... same fleet should be instant ... => This has bugged me as well, but very low priority
... should show any overflow from a project completed that turn. The buy price ... account for available overflow => This would be a nice to have
The others I'm not interested in implementing
5.7 has three anti-micromanagement changes, the food import/export one would be another one of those and it seems like it should be simple to implement to me. Replace the "is planet full" check with "is whole system full" when IA is present, and include available food that could be imported in the amount used for the "is surplus at least +1" check.
The rest I don't really care enough to argue for.
This eye candy wasn't created, so someone with graphical design skills will need to draw it.
Some version of the eye candy is created. You'd need a different graphic to show it on the galaxy map. The graphs look similar so that you recognise them as the same. But they're actually seperate graphical objects.