Ok, some feedback for v10a since I just finished a game.
1. Gravity Lens obsoletes needlejets and keeps promotions when upgrading to them, but new ones don't get any free XP, and can't spend earned XP.
2. Cloudbases don't get free XP. (And I'm guessing they can't spend earned XP)
3. Range ability is available to Drop ships but doesn't seem to have any use. Behemoths as well.
4. Can xenofungus with a Lab on it upgrade to Hybrid Forest? I never saw it happen.
5. "Green Nanonics" tech isn't on the F6 screen?
6. Gravships can't take fuelcells or other movement increasing ability.
7. Dimensional Gate builds double with Dimensional Gate.

8. Magtubes can't be built on ridges, but if build a bunker there you'll get a magtube. I don't see a reason to deny ridge magtubes. Surely at that tech level, the building of shouldn't be a big deal. It doesn't seem overpowered to me either, but rather a nice reward for investing in infrastructure.
9. Solar Power Transmitter building -- I couldn't build it, even with Solar Collectors.
10. Does ECM have any purpose yet? If not, maybe it should be disabled until then.
And some ideas.
a. Release to wild -- gift native units (in neutral territory) to barbarians.
b. Sea forts.
c. "No ability" special ability to give the chance to keep down maintenance costs.
d. Superformer special ability.
e. Gravship formers to get those pesky lakes.
f. A way to get 2 specials on more of the later units.
PS. I am seriously loving this mod. I haven't played FfH in a couple weeks!
PPS. I didn't have a single crash while playing v10a.