Realistic scaling
For example:
HUGE HUGE HUGE!!! planets. If you have played Nexus: The Jupiter Conflict before, you can see that they have no "planet" object, just a huge planet drawn into the starsphere. This way, you can't target the planet directly; you can only target objects orbiting it or the planet's beacon.
Redefine the concept of systems. Instead of the "star in the center, with multiple planets around it" concept, our "system" can be defined as a logical area of space: For example: The Earth Sector has several "systems": Earth Orbit Sector 1, 2 and 3, Earth Lagrange Point 1 and 2 (jump point), etc. We can even have a "city" system, where one enters the planet through a stylized jumpgate (mass driver or orbital elevator) and enters a "system" with a Dyson-sphere like surface with dockable buildings! (Its certainly possible, seeing that the great Argh did it with his WOTS mod...)
A "system" can only have one major object (planetary orbital elevator, bases, gates, points of interest, etc.). For example: a system dedicated only to the Earth Lagrange 1 gate terminal, the Los Angeles City sprawl, or the Saturn C-Ring Alpha mining station complex. (no prob with this)
Warships and bases are HUGE, and have multiple docking points. Large turrets also fire really BIG shells that rip through your shields in one hit. (no prob with this.)
Finally, stellar-sized objects. They will need to be so distant that one cannot reach them, nor target them. I don't know if bright objects can be incorporated into the starsphere...
Heh, big dreams for a starting modder. Any ideas? suggestions?
Final thought: Sirius is a f****** star, not the whole galaxy!