Pre-turn
I have to agree with Zed's analysis on the tech situation, but nothing to be done for that now. Set 20% each to RCIV, ClassV, Soil, and Drivers, leaving 10% each to RW60% and Rng7. I like to arrange tech in 5-click (10%) increments for easier bookkeeping except in the opening stages. Why are we not spying on the Meklar's? They are behind in computer tech, and have both Ion Cannons and NPG's!

Nothing ultimately came of my increased spying there, but I did try. Silly's have a fleet inbound to Simius, 4 large's and a colony, so I guess we'll see how those laser 3 fighters work out. Last thing, I don't think 5 bases is enough for Xengara since it is in a nebula, so I bumped up some spending there.
Turnset
This was the turn of events. The plague ended after my first turn. Hyboria, a Psilon world, got destroyed by a Supernova

It's a back-line world out of sensor range, no idea what happened there. The Klack's got 1300 from the merchant event in 2438, and promptly used those funds to declare war on us.
On the war front, I did not go after Phyco. It only had 26 factories beginning of my turn, we only had 80 fighters, and the Klacks had both ships and troops inbound, so I felt that a move would have been premature.
The Silly Mako and col ships carry NPG's, and they can do some significant damage to fighter stacks. Through some maneuvering, we never lost any las3's, but we're almost out of regular lasers. The rocks were massing an enormous fleet at Neptunus, but decided to send it on a 13-turn expedition to their backlines at the end of my turns. Whew! They ended up making two plays for Simius, though, so they are definitely interested.
I designed a missile boat, Sublights, maneuver 2, 5-rack Hyper-X, Mk I computer, and a scanner. I didn't see the utility of Class II shields, ECM I, or Titanium II armor.
On the tech front, Drivers and Class V's hit on my turn. I went back for the bombs, but went light on the spending in the hopes of stealing. No such luck though, and bulb is almost full. I chose Class V shields after the planetary's, we have some shields going up and border line worlds.
Post-turn
I've been building and massing missile boats at Exis in preparation for taking Phyco. We now have 35 boats and 165 fighters, more than enough to take and hold the planet. The Meklar's are fielding medium warp 2 boats with 2 neutron blasters, no specials, and only attack lvl 1. Phyco is up to 47 factories, but the Meklar's are currently allied with the Psilons, so your call when we should go.
Soil should pop on the next turn set, Fusion bombs if we're lucky. Only option for weapon's advancement after that is fusion beams, so not too bad there. The rocks have some huge's running around near the border that will have to be watched. I stopped factory construction at Trax to boost research while constructing our fleet.
Good luck Stup!
Roster:
dathon --> Just Played
Stup -->UP NOW
Zed --> On Deck
Olorin
Liq
I3rian