My thoughts after 30 minutes: "Now that I fully understand how the farmers/miners/workers/scientists work, I need to start over and do this right."
There are a lot of things that I absolutely loved about this game. I love the units, the alien life, the UI... the list goes on. This will likely be my favorite strategy game. The ways that it's different from SMAC are really great! However, if the developers are as good as the quality of this game suggests, then they'll me much more interested in how to make it better (I mean that as a compliment). I'm confident this game will be amazing-er when released. So let's get to it. First, I have to say that I refrained from reading the other posts in the beta forum so that my opinion and point of view would be independent. So my apologies if I say some things that have been said already or if these have been addressed already and will be added or fixed upon release.
1. The first thing I noticed was how long it took to load the game. I have an SSD and pretty much everything else loads ridiculously fast. I figured that the "loading meshes" was doing some calculations and rendering too (requiring cpu time) but I also have an excellent CPU and more than plenty of RAM. This isn't that big of a deal to me. I just thought I'd mention it.
2. Tips. The tips themselves are fine, the system needs to be improved. I recommend a "got it" system that has been used by many different software developers (not just Google). The whole screen fades a bit grayer and you can't click anything except the tip. There are arrows pointing at stuff. You can click "got it" to remove the tip and go back to normal view or click "?" if you need more details or information. Let's face it: there are a lot of little symbols and things to take in at first. Don't get me wrong: I absolutely LOVE the user interface, the symbols, buttons, the controls, the overall feel (don't change it, it's amazing). It's just a lot to soak in at first. Also the tips get all stacked up if there are a few of them at the same time and if you don't click "okay" soon enough. Pretty soon you are reading tips about the unit workshop when you aren't looking at it anymore. I personally don't care about this, but the tips are one of the first impressions of the game so it might be worth some adjusting.
3. All the other enemy, friendly, and alien units move at the same time in between turns. Some people will like this to save time, but it should be an option. To me, it was really annoying especially when the game is underway and there's a lot of units everywhere. I would rather watch the attacks as they occur one at a time. I think it would be better if each player could decide in the options how all the other turns happen. EDIT: I've decided that I don't mind if they move at the same time. I would like to see the battles individually.
4. When clicking+dragging to move units across the map, it would be really handy if there was a number displayed by the cursor showing how many moves it takes to get where you are pointing (considering roads, mountains, ect). The curvy arrows that appear on the ground should fade to red in the blocks that are out of reach this turn. The player could still command the unit to go where the arrows are red, but the movements required to arrive there would be completed the next turn(s). I really feel like this is necessary. EDIT: this was addressed in the 11/05/13 patch.
5. Removing an item from the production queue is easy: just click. However, it's too easy to accidentally remove the current item. This is annoying when you accidentally clear an item that had 1 turn left. It needs a confirmation box when you clear an item that has some work done on it.
6. If I discover a new unit and decide that I want to add it to the end of the production queue that's easy enough. But if there are 4 items in the queue already and I want to make the new unit first or second in the queue, then I have to clear the whole queue and then rebuild it. It's really annoying. I suggest that you add the ability to click and drag the items that are already in the queue (to slide them above and below each other). It would make swapping two existing items much much easier.
7. Wealth is when you convert production into credits. I find that this can come in handy. However, I wish that when you add it to the queue, you could decide how many turns it will be there so you don't forget about it. (There would still be an "indefinite" option to leave it on Wealth forever or until you decide to change it). This is less important.
8. Diplomacy: I liked it but it could be A LOT better. First: the diplomacy window. I like the little white dots that rated each faction in different areas. However, this still gives me no idea of who is getting pummeled. The first game I played, two of my friends were eliminated without me even knowing they were doing so poorly (this was pretty early on and I didn't have their land discovered yet) They seemed to be doing fine because they had good tech and military but they were running out of bases without me knowing it. I usually try to help my friends or at least protect their last base. Anyways, I would like to see some charts. I want to know population compared to other factions. Or number of bases, or number of territories... take your pick. Perhaps other factions won't be added to the charts till you talk to them. What if we put charts in other windows instead of Diplomacy? Example: Put a military strength comparison chart in the military adviser window... and the others in the appropriate places. Just ideas.
9. More Diplomacy: I loved the Alpha Centauri feature of "sworn pact to serve" where the AI factions come crawling on their hands and knees begging you spare them. In some games I would accept and then build them back up a bit afterwards (giving them some of their bases back with some tech and money). Then they'd always have my back when others attacked me. I also like the option to trade cities or or give cities. I used this strategically all the time. If my friends were getting pummeled, I'd trade or buy a base closer to the action, then use my money and better tech to supply the battle with good units without needing to transport them across the map. I also used it to protect my friends who were about to die... I'd give them one of my smaller bases for free. Diplomacy was the weakest part of the Pandora Beta. It needs more versatility, more options.
10. Every 4X game struggles with the infamous "AI-factions-that-get-left-in-the-dust" phenomenon. It's always about two factions (different ones every time) that just really struggle to keep up and never end up really affecting the game. So here is the new idea: In real life, you can only keep technology secret for so long. So Imagine a button in the Research window that says "black market". Here's how it works: When a new technology is discovered (by anyone), it is kept secret (off the black market) for X number of turns (others may research it normally still, but no black market availability). After X turns, it hits the black market for a high amount of money (anyone can buy it if they have the prerequisite techs). That high cost decays over time and eventually becomes pretty cheap. This does two things: It presents a challenge to those who want to stay on the cutting edge (because it will cost a lot) and it allows the "left-in-the-dust-factions" the ability keep up; but they will still be behind everyone else by a margin. If you are a "middle-of-the-road" faction that is still formidable, then waiting for the cheap prices will take more turns than just doing the research yourself. Before you think that this idea stinks, remember: The rate of decay can be adjusted until it feels right (or perhaps it could be in the options... if the player wants everyone to basically have the same tech, then make the decay really fast. The option would be called "black market tech cost"). Also, the current price for each tech on a given turn will be discounted by a certain amount for each opponent faction that already has it. So cheap tech will be the tech that has been discovered a while ago and is known to multiple other players. Also, the high initial price (the cost when it first hits the black market) will be higher for more advanced tech (perhaps proportional to the research points required to discover them). But the human player doesn't need to understand the all the math. He/she simply clicks the "black market" button in the research window and the tech tree background changes to some other design and prices appear over each tech that is currently available. In this mode, you are selecting purchases instead of a tech to research. Clicking the button gain returns to normal view where you pick to research. If people don't like this, add it to the options to disable black market tech purchases. This isn't supposed to change how research works, it's supposed help the "left-in-the-dust" factions so the game doesn't decay into the two most powerful factions fighting each other. If it makes you feel better, don't call it black market, call it "Espionage" with the same ideas. The longer the tech has been out and the more people have it, the cheaper it is for you spy teams and hackers to get their hands on it. Call it what you will, I think the idea is worth a discussion.
11. Steal tech on conquer city. I would have liked this, but I it's not that big a deal. But if you consider adding it, just make it an optional rule so people can decide whether or not to play with it.
12. It would be nice to know how much progress had been done on terraforming improvements while they are being constructed. Assignable hot-keys for terraforming improvements wouldn't hurt either. EDIT: The hot-keys were added.
13. The autosaves are in the same folder as the normal saves. This is fine, but I think it's a good idea to make the text of the autosave titles blue or some other color so that you can easily tell which saves are which. This is important because all the saves are ordered by "last modified" and they get all jumbled. Another fix would be to add an option to sort alphabetically.
14. I had more screen tearing than in any other game. vsync didn't help. Yes, I have good drivers. I don't care that much about it... just thought I'd tell you.
15. I found it particularly difficult to grow my cities. All the AI cities were always considerably larger than mine. I wasn't taxing very high and I never ran out of nutrients. It was even harder when I played Noxium with it's faction penalty of -2 habitat. EDIT: This was discussed below and I learned that this is affected by your expansion style.
16. What is up with North/South poles? I don't mind if the screen wraps horizontally and vertically, but if there is tundra at the top and bottom then you are suggesting that by passing Greenland, you can jump into Argentina. What about that whole hemisphere on the other side? Then again, I suppose that one explanation could be that only one of the poles is frozen and it is the pole that is at the top and bottom of the screen and the rest of the map is wrapped around the rest of the sphere with the other pole being right in the center of the map (a warm pole). That explanation is a bit of a stretch though (pun intended). This flaw isn't the end of the world for me (pun intended), but I had to ask.
17. It is possible to create a zero-power unit. Let me explain: create an infantry unit and give it a sniper weapon (I forgot the weapon's real name... it's the one where the enemies don't retaliate). Don't give him armor. Don't produce the unit in a base that has a training facility. Don't test this as a faction that has a natural rank bonus. Upon production, this unit will instantly die. The bodies will even fall like they are being attacked. The workshop needs to disallow creation of units with zero power.
AESTHETICS:
18. Auto-mute sound when game is minimized. (or make this an option).
19. When changes are made to a unit in the workshop, the rotating model instantly "snaps back" to the original orientation. This feels unpolished from a development perspective. To make it more polished, have it continue to rotating. Or make it slide back to the original orientation ...or slide forward if it's done 180 degrees already (the slide speed would obviously be faster than the default rotation speed). I like the slide idea most because then it will be clearly obvious that the change has "registered", and it will also feel polished. Just more ideas.
20. Customization of factions' colors. I really struggle to differentiate colors that are close in shade. Blues and purples are the devil. I'd like to be able to pick faction colors at the beginning of the game. Keep the faction symbols the same, but dye-able. It would also be nice to customize the name of the faction that you pick to play.
21. The farm image could be improved. I don't have a good suggestion though.
Don't take any of this in a negative light. I absolutely loved the game so far and I'm really excited for it. If any of these ideas are good but you don't have time to implement them before Nov 14th, consider them in a post-release patch. I'll help program it

EDIT: I added comment 22 in post 6 below.
EDIT: I added comment 23 in post 7 below.
EDIT: I added comment 24 in post 11 below.
EDIT: I added comments 25-27 in post 21 on the next page.