I'm doing some private testing of some ideas. I can't decide if our scale is too big.
Slightly different/added idea that may help slightly blend our conflict of scales/scope/doable...
You take a given region of space, a sector, a handful of systems, an outback not totally charted area so we can discover or add stuff in etc.
You add an ISD who is in the region to extend the Empire's influence and reign it in.
You add a Rebel group whose basic goal is: Destroying the ISD.
So the game get's built around this ISD as the trophy piece basically. Everythign the Empire faction/player(s) would do revovles around it. It is their base of ops (maybe they can establish others, planetside etc). We built it strong as hell, so it will take some tricks to actually ever destroy it.
The Rebels get trash to start basically. They have to build up, challenge the ISD. Widdle away at it's support, find ways to sabotage it, etc. Maybe strike team has to sneak on board, maybe there are skirmish battles, maybe the Rebs work up to a large offensive against it, and send in all they have in the region. . (a frigate, few corvs and fighters?)
Anyway, basically the whole game is just designed around this simple concept. Take an ISD, drop it in a region of space, and the Empire does it's thing and the Rebs do their thing.
We stay away from TOTAL CONTROL dynamics where a player/faction completely controls a world or not at all, and get more specific with resources/improvements and such. Management is more about managing your "Horde" so to speak, than managing your "Empire".
Of course stick with all the RPG aspects we've been discussing. And this doesn't alter the generals about combat being delved in to really. Just a story background premise to frame a scope/scale.