How deep the tech is in the tech tree and the amount of prerequisites could determine the amount of points available to techs to spend.
Techs could spend points on:
- Components;
- Effects;
- Buildings;
- Hulls;
- Each tech unlocked.
This makes the game detect anomalies in the tech tree quickly and could warn for imbalances. Little manual work required. This could also be done by a specialized tool that scans the tech tree and species for imbalances.