Notice Refined Fission Rockets are 3 Mass / 3 Size just like unrefined; is the lack of a patch to 2 each an oversight, or off the table?
Yeah I forgot to do that for the release version.
I'm also going to publicly suggest the Ion Drive be set to 0 power instead of -1.
I'll think about it, if I do do that expect their cost to rise.
What sort of values range does the Boom/Bust entry have?
It'll be a surprise, most of the time it'll be 0 though.
Presumably, if you complete a tech category's research on a given turn (ex: WEP5), you can immediately invest into the next level of the same category (ex: WEP6) in the same turn?
Yes overflow automatically gets carried over.
If you finish a technology (ex: CON2) in a given turn (ex: Turn 3 orders), can you build something associated with it in the same turn (ex: Factory)? I would guess you have to wait until the next turn.
Nope you have to wait to the next turn (this is for later techs when the new stuff needs to be revealed.
On the Open Market, what happens if demand exceeds supply? Will it be allocated on a first-come, first-serve basis? Will the more lucrative deal win? Presumably even though it's an Open Market deals are still negotiated P2P, whether PC or NPC.
Well the deals won't be government2government on the open market. If demand exceeds supply orders will be fulfilled in order: i. whoever the seller has ascribed as most-favoured nation ii. whoever has allocated the biggest reserve of 'spare cash' to the transaction iii. the larger volume orders will be done first.
Do you have to build space infrastructure in (above) a planetary region or can you just build in the associated planetary space? Are there any benefits or drawbacks of doing one over the other (aside from Space Frame / Space Hab costs)?
Its always in a 'space' region where space habs get built, you cannot build them in ground regions. Space habs have the advantages of a) building bigger ships, b) sometimes more easily accessible energy and c) no worries about environmental stress.
Presumably those are the costs of you getting someone else to ship for you. If you go all the way to the source with ships of your own, why would jumps be a cost factor?
No that's the costs of using your own ships. The trade net has the advantage of being an abstraction that allows you to move goods all the way from A to B in one turn. The per jump cost is for transhipment at the intermediate systems.
When can we expect to see tech-trading costs/discounts?
50% discount to techs one level below the tech giver, 75% discount to techs two levels below, 50% discount to techs 3 levels below. These are additive rather than multiplicative with your base discount. Additional specialists teaching the same field has no function.
Does anything change if, instead of using merchant ships, you use state ships to move resources around?
Its slower, will have higher upkeeps, and more micromanagement, and I'll hate you deeply. Though its obviously what you do for constructions.
Also, you mention number of jumps. Trading resources via merchant routes is still limited by the one jump per turn rule, or no?
Nope its abstracted over the whole route. Pirates attacking any point of the route will intercept the goods though.
Yan starts with a Mining Complex in The Glades (405), even though theres nothing to mine there.
The Habitat calculator will claim a production in areas that cant produce a according to the Worlds page; that if-clause is missing.
Fixed.
Media centres reduce social stress in every single region that came earlier on the spreadsheet.
So? Thats what they do, reduce stress across your whole society, that why you can only build the one.
A total of 6 of Lipsid Betas financial trade segments are currently controlled, and the max is 5, no?
I count 4? And yes
Can you create multiple market shares in one turn?
Not of the same type, in the same system no.
Youve mentioned ships are available for use the turn after theyre ordered. The same true of specialist teams?
Yes
Can the Designers (specialist) refined building ability be used from onboard a ship with an Engineering Bay? If so, can it be used to build the initial base for its refined cost?
Of course, though you get your own buildings at their refined cost anyway

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An IS-capable ship with an Engineering Bay. Can it use its build action, then use its IS jump? Can it use its IS jump, then use its build action? As in, is there a rigid action order?
Build then move. Which is why your 0 range IS builder is stupid. There is an action order, though phases overlap.
Can a ship with an Engineering Bay go on constructing for turn after turn as long as it has the needed resources on board, or does it need to redock after each construction action? Can a ships Engineering Bay use resources from another ships cargo bays? Example: two ships with 1 Engineering Bay and 4 cargo space each, trying to build a single structure whose raw materials require 6 total cargo space.
Yes, and of course. You can also just dump the resources in the region for an Engineering bay ship to come along to later.