Not sure if necro-ing is better or worse than creating more topics.
Agriculture
It could reduce the number of people required for the agriculture sector. It can start off at pre-industrial levels of about 90%, moving 10% until about 50% (which is the start of the industrial revolution for humans). Current rates for the US has 2. 4% of it's population in agriculture (not including 'environmental' workers such as terraformer scientists, park wardens, veterinarians, etc). Fewer workers required in agriculture, the more available for manufacturing.
Biological Weapons/Antidotes
The use of organic weapons, such as viruses, bacteria, parasites, diseases, and even insects to kill enemy populations, biosphere or agriculture. These could be designed just like a ship, with specialities like kill-switches, extra lethality or increased resistance to antidotes. If the enemy develops an antidote, you can simply produce a retrofit version of your bio weapon (EX: BACILLUS ANTHRACIS STR A2025-90/29). The computer could cull all the old ones so you could effectively have an unlimited number every game. An antidote would have to be produced every time a new strain is developed, meaning you would need to constantly fund your bio warfare division to keep your population safe. Or you could cut back to save money. Either way, the virus should not be 100% effective and the cure should not make you invulnerable either.
Medicine
Generally considered any technique that is capable of maintaining health through disease, trauma and ageing. Keeps your officers alive longer (preferential medical treatment), raises the lowest and highest possible growth rate slightly (civilian trauma augmentations? better health industry?) and reduces crew loss in battle (like the induced coma from warhammer).
Population Tailoring/Genetics
Increasing or decreasing population growth, increasing or decreasing optimal gravity/temperature point, increase the range of gravity/temperature habitable, improve intelligence (species would produce better officers and more wealth per capita), reduce death rates (put a cap on negative growth rate) and improve loyalty. Since evolution is the steady change of a species, there should be the ability to modify already engineered species. A flag mentioning that the species is second generation artificial can be used to keep track of how much tampering has occurred in their genes. Too much tampering could result in species sterility, or genetic decay.
Triage
Gives your commanders a second chance to recover from what would be a life threatening injury. Not quite sure what determines if an officer dies in combat (i'm guessing a dice roll), but if they do get the unlucky "die" roll, then they should get either another roll or a percentage chance to survive. Maybe make their health take a hit (to take into consideration scars and disfigurement) so it is not a "free" life. Maybe also allow "killed" ground forces to go back into the force pool, similar to the trickle-back system in Hearts Of Iron.
Other Ideas:
Biosphere - To protect against climate change? Protection from radiation damage? Mask thermal emissions of colony?
Looking forward to being on the forums.