I've finished implementing the "Apply" button, and fixed some incorrect icon placements in the planets screen. Everything is working beautifully!
The next thing for me to do is finish the technology system. I've redone it in the past, but I'm not really happy with the result, so I think I may re-do it again.
I'm thinking of a system where the technologies you can research are randomized (with creative trait resulting in less missing technologies). Also, the technology's pre-requisites would be randomized as well, unless they have explicit requirements in the data file, to avoid "teching" strategies like in Civilization and to spice things up every game.
For example, say Plasma Cannon is level 40. It have a random pre-requisite of a level 34 Auto Repair. You will need to research Auto Repair first before you can research Plasma Cannon. In a new game, it now have a pre-requisite of Level 37 Fusion Engine. However, if Stargate technology have a pre-requisite of "Singularity Torpedo" in the xml file, it will always have that pre-requisite. So it supports a system where all technologies have certain pre-requisites (similar to Civilization), or randomized (kinda, but not quite so, like MoO 1), or a mix of both, depending on the technology file. A technology may be a pre-requisite for more than one advanced technology, and a technology may have more than one pre-requisite.
I also am thinking of removing the "6 fields", and have a list of possible technologies to research, and you can research up to 8 different technologies at a time. To add an item to research, just click on the item that you want to research, then "Research". Once it's added to the list of items currently being researched, it can't be removed. When it's done researching, it will be removed, opening up a slot for the next project.
It looks like I'm going to do research screen first before the other screens :) Feedback/comments on this system? I'm sleep-deprived, so if the idea sounds crazy, it might be :)