I read somewhere that "reducing micromanagement" was a design goal of Aurora, and had a few suggestions to make setting up things to run more smoothly easier.
1. Mineral transport civilian contracts. Mass drivers make intra-system supply chains nice and easy, but things get tougher when there's a jump[ involved, even if there's a gate. It would be nice if I could just get the civies to do the ore hauling form my outsystem mining colony. (And it would increase efficiency in common cases such as when your mining colony is importing infrastructure or mines. Civvie freighters pull in with mines, drop them off, and load up with ore to take back to where the mines are made. )
2. Separate "sending" mass drivers from "receiving" mass drivers. (Later is a grav brake or something?) Right now, it's a little too easy to accidentally have civilians ship the mass driver you want to use to catch mineral packages out to some distant rock to where it's used to inadvertently slaughter your population. (I avoid contracts for mass drivers alltogether because of this. But think how easy it would be to just have your geosurvey ground team set up a contract for 3 mass drivers and 50 automated mines, and then it's off to the next rock?) It doesn't really make a whole lot of sense that a giant cannon is used to catch incoming packages anyway, right?
3. "Surpluss" export contracts. Instead of "supplying x y" have a contract option to "supply all x greater than y. " So, for instance, I could reserve 200k tons of Duranium for further development of my mining colony, but let the civilians know that any Duranium in excess of that can be shipped offworld to where you need it.
4. Not sure what this would be called, but the inverse of 3. Have it so that you can set up a contract so that civilians will import X if the colony has less than Y of it. This would let you have civilians maintain stocks of ordinance, maintenance supplies, fuel, etc. at your fleet bases automatically.