So I went ahead and downloaded. Quite impressive. It looks like you have the basic framework to make a really great mod. It ran very smoothly. I played through the first era, twice, and took notes for you. Please don't think I'm being harsh on your mod, I'm being critical, and there's a difference.
Intro screen - Awesome! Good job, love the music.
Music as a whole....Awesome.
Civics - I played through first era twice, and had access to all civics? Also civics need renaming to something more StarWars themed, and maybe more unique/different in nature. (Alien civs = Alien civics)
Map - I had to restart my game when I realized I was on Pangaea. This mod must be on islands, so it appears, to get the space feel. I would imagine you need custom maps, or a new map generator. Planets should be round blips of varying sizes, and have moons. Each map should have a few stars on it as well. Black holes would be nice too. Get to close and it sucks you in, and also moves randomly very slowly.
Space - Because the random map generator thought coast/ocean was water...I ended up with space lakes? They acted just like lakes, but were black holes in my land. Generator must be trained to not allow this, or use custom made maps.
Techs - Hmmm. I am not a big fan of what you've got. It feels cramped, and empty all at the same time. You start with alot, but on the other hand nothing. My recommendation is this...Start with what the Earth would have in say...500-1000 years, and then expand it into the StarWars Universe. The Dune series seems like a good model of a pre StarWars Universe, but w/o aliens of course. I could put together something if you would like. The main point is that you should have everything available that you would at the end of CivIV, and a little more, to start... It feels very wierd to have primitive scouts and settlers, axemen, swordsman...etc..running around. This is a very modern time from our perspective. Again, something like Dune, would be a decent start. Nukes, no warpdrive, specialized cults/Religions that will grow into Jedi, different space resources, infantry, armor, air, anti air, anti ranged unit troops, shields, basic space units, Contact w/ other races, ability to go get resources from planets/asteroids.
Barbarians - Ok. Way too much here. I had 12's and 40's kicking around my Str 6 sergeants at will. Not cool. I also saw Bears? I felt like it was Endor all over again...I really hated when they beat Storm Troopers, still miffs me. All barabarians should be indigenous hostile alien creatures, insert StarWars beasts, and barbarian raiders. A ship that drops off raider type barbarians, and their ships should be comparable to your own.
Graphics - Obviously you need new graphics for all units pretty much.
Resources - I would say you need all new resources. If we are talking about super modern civs in the act of space imperialism...all new resources are needed. Things like coal, aluminum, steel...etc...must be assumed. Example, I couldn't build railroads bc I didn't have the pre req? I have space ships though. You could keep uranium, but I would replace all other resources to correspond with a new tech tree. It will be a challenge to come up with these, and the tech tree....but there are lots of resources out there.
If nothing else...you must do away with current sea resources. Nothing stranger than seeing space whales? (fish, crabs, etc..)
*Bug - Units off screen have pink blips.
My basic take is this. The mod ran smooth, and had a good opening presentation. I loved the space background, and the skeleton that you have built is awesome. The flesh...civics, map, techs, resources,units, graphics...all still feels very unadorned/unchanged.
Awesome stuff guys! Keep it coming.