It's not intended to have the depth or complexity of Civ IV, so no problem there. Besides, I get the impression their development team is roughly an order of magnitude smaller than Civ IV's development team. They could hardly expect to be able to build a Civ IV, so it's a good thing they didn't try.
The idea with the random techs is to be able to adapt your gameplay depending on what techs you do have. Part of the game is figuring out the optimal combat strategy based on which techs you do have available, rather than moping because you didn't get tech X. If the techs are reasonably balanced, this is fun because it adds variety and challenge. If the techs are too far out of whack relative to one another, it's a problem.
As far as random starts go, that's a part of nearly every 4X game to date that doesn't have a fixed map. So no surprises there. Very few 4X games make any sort of attempt to balance out random starts; Civ IV is one of the few examples that come to mind. I'll agree that balanced starts would be nice, but as SotS is starting fresh with a small development team and a small budget, it's not what I'd consider a critical feature.
The idea with the random techs is to be able to adapt your gameplay depending on what techs you do have. Part of the game is figuring out the optimal combat strategy based on which techs you do have available, rather than moping because you didn't get tech X. If the techs are reasonably balanced, this is fun because it adds variety and challenge. If the techs are too far out of whack relative to one another, it's a problem.
As far as random starts go, that's a part of nearly every 4X game to date that doesn't have a fixed map. So no surprises there. Very few 4X games make any sort of attempt to balance out random starts; Civ IV is one of the few examples that come to mind. I'll agree that balanced starts would be nice, but as SotS is starting fresh with a small development team and a small budget, it's not what I'd consider a critical feature.