Increment length affects civilian shipping profitability. Each ship only seems to check once per interval to do a trade. As a result 30 day turns result in a much poorer civilian economy and infrastructure transfer than 1 or 5 day turns. A trade route moving infrastructure and colonists between Earth and Luna is 6x more profitable at 5 day vs 30 days. Mars, Venus, Mercury and other inner system destinations are likewise penalized. Early on this can really low growth of colonies to a crawl as the shipping lines grow very slowly.
Not sure if bug or missing feature, but a ship with a broken component worth more MSP than it's MSP storage will not repair itself when at a maintenance location with excess MSP and capacity. Have had two of my geosurvey ships lose their sensors in their maiden voyage, and could only repair them with their shipyards slipway. Didn't have a hangar, so not sure if it works with motherships, etc.
Survey craft without functional sensors will not throw a warning when their standard order sends them to "survey" a body, just orbiting a place in perpetuity.
Order Delay does not seem to work. In VB6 I would use this to make a sort of alarm clock. This helped with the civilian profitability issue above, which was in VB6 as well. With the lightning fast turns, it is even more useful now.
Edit: Once the civies are up and running, they keep trying to trade infrastructure from populations that export it but are out of stock. Included a screenshot, not sure how to insert as image.