jpub:
1) You make a convincing case on this. I see wher eyou're coming from in that you want there to be more surprise on this. You'd like to have to guess at whether the Drengin are smart or not. Wheras if you just set them to random you may end up with an easy game or a hard game. You'd rather have the option to set the game to a difficulty level and it take care of the rest. I'll see what we have time to do.
2) Regarding guided tuturial, it's not a matter of us not putting a tutorial so that we can sit around eating burgers.

The question is more of a "Which feature that more people would probably like more should we cut out in order to have a tutorial?" How many random events should we take out of the game? Should we eliminate AI personalities? To implement any given feature, especially at this point, means not putting in some other feature.
That's something hopefully everyone will bear in mind. Putting in a decent tutorial would mean taking out some real features from the game. I am wary of doing this because for the most part, tutorials like that really appeal mainly to people who don't want to read the manual.
I think people take for granted how unintuitive Civilization's UI is. Go back to when you FIRST played it where you're trying to make heads or tales about food and happy/unhappy citizens. Or how to move units across the board without the keyboard (select unit, press G key, etc.). But we all managed through that. I am glad that they didn't step me through everything back then and instead focused on making a better game.
When MOO3 comes out, I'm perfectly happy for people to compare user interfaces of the two. If there is soemthing particularly agregious in the GalCiv UI, I'd rather see us fix that rather than sugar it up with a scripted tutorial.
Regarding 4) I dont' like advisors. For instance, when negotiating with the AI there is no "what do I need to give you for X?" option. Figuring out what is valuable and what is not valuable is part of the skill of the game. I believe in advisors and governors when it comes to removing tedium from the game but for telling you what to do, it's like those chess games that tell you where you should move your next pawn. Again, it's one of those things that if it didn't require removing dozens of random events or getting rid of AI personalities we could have a more serious discussion on the merits of that but I don't think most players would want to remove those kinds of features in order to hand hold users who dont' want to learn the game or read the manual.
BTW, none of this should be seen as a condemnation of players who like interactive walkthru's. There's a reason why many games have them. But there's also a reason why so many games are released buggy and missing features too.