One of the things I'd be interested to see in GC3 is that when you mod an existing or new tech, the cost for it in-game is determined on the fly according to a few factors.
For example: ability bonuses on the tech, new components or buildings made available, the existence of similar components or buildings, and any racial competencies or penalties with that particular type of technology, as well as the usual modifiers for galaxy size and game pace (tech speed).
You might recall that some races in GC2 had a harder time researching some techs because they were costed differently on purpose.
The reason for this is to make it easier for modders and developers alike to fine-tune game balance, without having to manually re-cost a lot of technologies by hand, but still allow differnt races to retain flavour in their tech trees.