The main problem is the micro management. As soon as you reach like 8 planets it feels like a job...
I disagree. The micromanagement was already there in the previous version, but you could AVOID it. But the main problem is Paradox's total inability to actually balance their game, so they always knee jerk back to taking control AWAY from the player because it exposes how poorly balanced/programmed a lot of their systems are. It's not that the amount of micromanagement has really increased, it's that they forced you to have to do it constantly throughout the game rather than in big chunks.
The micromanagement is worse because at it's core, in the old system you could do it all at once for planets by laying down every single building, grouping them all into a single mega-sector, and coming back to do another single pass to upgrade them. This allowed you to bypass the sector AI that has been worthless since launch. Now you're stuck with the idiotic job system and can't pre-build anything so you have to constantly scan for new buildings. It's not that the system is actually that different, it's that instead of being able to do it in big chunks, it FORCES you to constantly monitor it.
Can't actually provide incentives or fix the AI so that players actually WANT to make more than 1 sector? Remove the ability to make sectors. Probably the single greatest example of how LITTLE the developers actually play their own game. Playing for an hour on default settings should have demonstrated how IDIOTIC the 2-jump sector idea was. But nope. Went live, took FOUR patches to increase it from 2 to 3 jumps, still refusing to acknowledge that it was stupid. There were multiple ways to tackle this 'problem', and they picked literally the worst one possible. They MOST OBVIOUS course of action would have been to have players designate each sector for a specific type of resource and provide % bonuses to chosen resources. The lazier approach would have just been to penalize sectors over a certain size. But nope. Auto-generated tiny ass sectors.
Par for the course for Paradox. They seem to be utterly incapable of actually understanding how their implemented systems WORK, so they keep trying to force players to play it the way Paradox wants, and it seems to always involve taking control AWAY from the player, rather than actually incentivizing behaviors.
Can't actually balance one of the core features of the game in the 3 different warp systems? Just get rid of the harder ones and force everybody to use the least complex (and least fun) version.
Finally wake up to the fact that outposts were total crap and are effectively worthless outside extreme niche cases? Force players to build one in every system.
Can't actually balance combat to stop doomstacking? Artificially limit size of player fleets. Accomplish nothing because they didn't actually CHANGE the combat. So now instead of 1 big fleet they have 1 big fleet that TECHNICALLY consists of 5-6 chunks that all travel on top of each other.
Players complain about lack of endgame building content? Make megastructures. Get laughed at because in an endgame empire generating 5000+ credits/minerals a month, you give them a structure that takes 50 years and produces.... 300 energy. Took.... 5? patches to finally increase the benefits of Dyson Sphere and Science Nexus to the point players would CONSIDER building them.
Which is the problem. They seem totally incapable of actually anticipating what changes work and what changes don't, because they don't actually seem to play their own game. The 'dev clashes' did a fantastic job of exposing just how little they actually understand about their own game and how BAD most of them are.