Progress update 2022-01-13:
Version 182 is available (
patch notes). Here are some features:
More QoL for the F3 System Map UIThe Icon bar can now be popped out independently of the F3 window, and it will be always on top. Its position and popout status can be saved in the Q4X Settings window. This icon bar can be used in lieu of the oldschool windows taskbar in Aurora VB6.

The time buttons can be popped out in the same way:

If you don't want to pop out the time buttons but you like the compact UI for the sub pulse buttons, there is an option to change the buttons to a dropdown menu in Q4X Settings:
Option to disable experience gains for diplo teams without a targetThere is a new checkbox on the Game Details window. Previously, diplomatic teams would periodically gain experience whether or not they were assigned to a specific alien race. This meant the optimal strategy would be to create some diplo teams at the very start of the game before encountering any aliens, so their diplomatic score would be high by the time the first alien race was encountered. This, in turn, led to a very high chance of befriending every other NPR, resulting in a passive game where free technology and survey data was abundant and conflict virutally non-existant. (At least, this is what happened in my campaign.)
To mitigate this outcome, you can uncheck this box so that diplomatic teams will no longer gain experience unless they are assigned to a specific alien race. This will make it more difficult to befriend the first NPR you encounter.
If you want the classic / original behavior, leave the box checked.
Other updatesPreviously, on the Q4X Settings window there was an option to make a backup after each turn. Now, there are more flexible options for this setting:

There were numerous bug fixes to NPRs not easily noticeable from the player's point of view.
There were numerous changes to reduce increment shortening, especially in systems with no player presence.
There were a few optimizations done that significantly improved turn times in the later game.
A few bugs with parasites were fixed, particularly: fixed: parasite magazines weren't auto-reloaded when landing on a mothership
Q4X is pretty much at its final state now, barring any other fixes. From here, I'm most likely going to split the project into two: its current form, which will continue to get more fixes if any are reported, and a long term experimental branch just for me where I finally allow myself to significantly deviate from Aurora VB6's UI layout in order to add more ways to automate things and whatever else comes to mind. If I come up with anything good I will post it.