1. ITEMZZZZ
It would be nice to be able to use a different selection method for itemz, like checking more than one item at once.
Scrapping or selling items i dont't want (such as 1 mining time or 1% bonus whatever).
If scrapping or selling is not a option, at least sort that items by bonus (starting with the higher bonus), i have no patience searching pages and pages of items to find a decent one.
2. Missions order
I am now around 400 encrypt level. I dont't have much time to play and i would love to be able to search missions of a certain level in a easyer way. I have to browse missions forever (between 150-900) to find a suitable one. Some better sorting of missions would be lovely. And besides, if at a certain point i would want to choose only credits or workers missions i have to browse a lot of pages again.
3. The nav computer
It's useless because if i would log a system i want to come back to, when i come back there are different encounters than memorised, and resources may as well be harvested. It may be usefull if systems where data changes would be automaticly erased from the nav computer, but i guess that would be very complicated to do. A simpler way to clear useless data from Nav-computer would be to automaticly erase systems logged afther 24 hours.
4. Helping others
It would be usefull to be able to help people by transfering ships or at least some credits. That would make alliances much more usefull and valuable. In case of war, sometimes it's useless to be allied with top players since they are too far to help you in any means. So if top players start a war, the lower level players are massacred and cannot be reinbursed in any way. A more complicated way to help alliance members would be to lend protection ships who are just acting as a sort of reinforcement in case of attack of a alliance member in case of declared war (see 5). Those ships would not be usable in missions, or attacks, but just act as a defensive screen (however susceptible to capture or kill by attacker). In order to avoid self helping (helping alts) transfers frome same IP should be impossible, or something like that. I remember some wars we had, against a waaay less powerfull alliance and they concentrated their attack on the lowest ranking members of the alliance, and we could do almost nothing to help him. My smallest active ship (10% of my flag-ship) would have made him almost untouchable. And besides, that would make alliance strategy a much more versatile tool, since an attacker would never know where the defences are situated.
5. Diplomacy
It would be nice to have a war sign just like the truce sign... that would sometimes help avoiding misunderstandings. A war declaration should be issued by the alliance leader just like the truce, but require no acceptance. Also war would be automaticly be declared afther two attacks from another alliance members (bounties and retaliations not included). Official wars would be nice to appear in the alliance window so that other alliance could know that an alliance is in war with another alliance. War could be stopped only by ceasefire agreed by both alliance leaders.
Some degree of diplomacy upgrade would be nice anyway, like war/neutral/truce/alliance, and the active stances (except neutral) would be inice to appear in the alliance window (the one that opens in Ranking). Would be nite to see alliances and truces and wars appearing as events... written in blood red

"
X-Alliance declared war to Y-Alliance" and peace
"X-Alliance has made peace with Y-Alliance"6. Encounters... are to few... and i dont't understand how you get to see them.
7. How can a ship 1.000.000.000.000.000 size have 0 hp? In a future version may be a good ideea to give some hitpoints by default according to size, and maby reduce the effect of the specials in the direction of HP. Besides, as designing has evolved very few designs are still using the armors (some swarmers only). Marine pods are also rarely used.
Just some toughts, not quite suggestions... How can a ship with one weapon hit 10 targets at once? Weapons have ranges and specifics. High explosive weapons have area damage, penetration rounds have point attack and penetration capability.... So, thinking, in the matter of superships and swarmer ballance, a supership should have (realistic, not in game) some strong attack weapons with longest range possible, and some medium and small range attack but high rate of fire to fight off small ships. So i would introduce two types of weapon on each ship, long range attack (effective against large targets) and close defence (effective against swarm-attack type). But in therms of the game this is probably to complicated to implement. Besides, in war, crippled ships tend to retreat, if possible. You may want to consider types of weapons in terms of penetration damage. A penetration weapon would always hit regardless armor, but have a smaller or no efficiency against large numbers of targets, and a High Explosive type of weapon, which is effective against armor only if individual ship armor is smaller than 20% of the damage, but is able to hit more targets at once. So, probabbly swarmers would use penetration and numbers, HP ships would use HE and huge firepower.