Err, I misspelled "Altarian" as "Altaran". Also, I didn't "miss the news" that the Altarians had given me a ship. They kept the ship. (oops)
However, I still think saving and restoring at just the right (wrong?) time it does seem possible to miss the news of a tech discovery.
Another bug: if you orbit a colony ship in a colonized system and hit "Next Turn" a clock appears and the game seems to lock up. However, you still have control of the UI, and if you move the ship back into space you may proceed to the next turn. I don't know if this bug manifests itself if you leave a colony ship in an empty system.
How can I tell how many trade routes I have available? That info doesn't appear under the "Trade" tab.
Is it advantageous to micro the research allocation every turn a discovery will take place? What happens to excess research points? Are they carried forward to the next discovery, returned to the treasury, or wasted? If the answer is "wasted" you should reconsider, as all this does is create pointless micromanagement.
I have a few newbie questions, if anyone would like to answer 'em:
What, if any, is the sector cap for starbase trade enhancements? Can I pile on as many trade modules as I like?
Does a duplicate trade route earn the same as a new one?
What exactly happens to trade routes when the "civilian freighters" are shot down? Can a trade route be completely destroyed this way?