Your decision to make techs/production/etc. to all be focused on the wargame part is a good one. But I can't say I'm not a little dissapointed that it's not a macroeconomic SimGalaxy with a wargame component.
Looking at the galaxy settings screen, if all the techs are going to be wargame oriented then how are you going to be able to do a technological victory. How is the number of habitable and mineral planets going to matter?
Well, I have some ideas...
For the kill leader, occassionally the leader will be in one of the star ships based on your sensor technology you might know which one. If you can kill the leader before the enemies army retreats you win.
For the technological victory, you can try to "capture" technological resources. Every time a ship captures a resource technology points are added to you or your enemies score.
Habital and mineral planets can affect the game board squares. The more habital planets on the game board the better the defending races defense is. The more mineral planets on a game board, the faster the defending race can move.
Of course, habital planets and mineral planets can also affect pop growth and mineral growth.
Terraforming technologies could increase the number of habital planets on the game board.
Starbase technologies could improve starbase game board pieces(starbase game pieces increase the power of your ships).
So really there's a way to make all the fun standard 4X technologies into the board game