You guys are certainly talking about some great ideas here, and you'll be happy to know most of them have already been included in our discussions on game design!
I personally have had the exact same attitude towards research/technology in all games as you have mentioned. It annoys me how research, which in real life is incredibly diverse, expansive, complex, and interesting, and has been the subtle driver behind basically everything in human history, is so often boiled down to a simple list of 50 or so types where you click on one and *poof!* you've advanced 100 years technologically in the blink of an eye. Even more aggravating is when you play games and someone manages to research the next weapon type and suddenly your completely powerless against their ships, or vice versa, where a band of 50 axemen is somehow able to take down a battalion of tanks through sheer probability.
We devs all gamers too, so we share much the same aggravation at most of the market as you do. The advantage for us is that we're not a multi-billion dollar popular game company (doesn't sound like much of an advantage, huh?), which means that we have to really work hard to make games that are fun, innovative, and not just pretty to be successful. Because of this I can assure you we will be implementing some great ideas, taking examples from previous games along with adding on them and improving them. Along with this, however, we're inventing some features of this game, and the combination of tried and true with fresh ideas will make for some great gameplay.
With that said, going back to technology, and now I'm talking about FG itself, I have to be honest and say that although we plan to have a great research system the details have not been worked out yet. We have a pretty expansive tech tree, and we have discussed and included aspects of "soft" design that you talked about, but how research will truly function in the game I cannot say at this point. Us devs talked a lot about technology way back a couple months ago, but since then haven't addressed it in detail besides the tech tree. Right now we've been focusing on economy, resources and their usage, the dynamics of ground and space combat, as well as other issues. This thread may spawn some new discussions amongst us however and revive the issue of research in FG.
I can talk to you all about weapons, ships, and more specifically this idea of ammo being a major part of the game. We do have different types of ammo in the game, which is manufactured along with weapons and other ship-related modules. As for limitations such as ammo amounts, I can't say. I think at this moment we hadn't really thought about having an ammo amount for each weapon, with depletion being a possibility, but don't think its completely out of the question. For things like missiles, its probably more likely that amount caps may be implemented, but like I said, I'll have to check with the other devs on this before I say more. Definitely not out of the question however, and we're open to all ideas no matter how difficult or server-intensive they may seem.
For space combat I can assure you that it won't be a simple system with groups of ships sitting in space firing stuff at each other utnil something blows up. Space combat is going to be dynamic, strategic, and involved, instead of the simple clicking the "attack" button and sitting back to watch. No two battles will be exactly the same.
Each ship has weapon systems, engines, etc, atatched to the hull as modules. When in battle, your ships can target enemy's modules for strategic combat tactics, such as destroying a major weapon system or disabling their engines so they can't move. Some ships will be moving and others may stand still.
Each module has its own properties, such as armor type, weapon strength, etc. Each ship has module "ports" where during the design/customization process modules are attached. Although I am breezing over this customization system, the basic gist is that you will have unparalled control over the designs of your ships, and since each module has its own 3d model to attach to a basic hull type, your ships will look customized as well. Once a ship is built though, it keep its design unless upgraded, so each player will have to stay up-to-date in terms of implementing the latest technology into the production process. This level of customization will make battles interesting, different, surprising, but at the very least entertaining.
I have spoken a ton already, perhaps more than I should have in one post, but I guess I can get carried away sometimes! I could go on but I'll stop here. Hopefully I've at least begun to convince you that FG is not going to be just like any other game, and we are trying very hard to introduce new, exciting features into recently stagnant genre.