[FIXED] Trade hubs usually don't export trillum if they're being supplied by only one extractor. The hub imports only enough to meet its own needs. Connecting a second trillum extractor resolves the problem. This may happen with a few other resources (luxury goods and jumpship components?)
 [FIXED] Fire & Movement capitals sometimes refuse to import jumpship components through trade hubs, and instead require a direct trade route from the jumpship autofac.
 [FIXED] If linked hubs are set to import the same resource from one another, they can start passing large amounts of the resource around for no apparent reason.
 [FIXED] Planets that require fractional resources (e.g. a planet with a small % of labor allocated to building plasma towers can require <1 chronimium/watch) will bring their resource extractor structures online for a few watches when they run out or run low before they pull the resource in from a trade route. I'd suggest that either trade route demands for <10 tons of a resource work immediately when requested, without the warmup period of normal trade routes and that either fractional resource demands should always round up or trade in fractional resources should be allowed.
 [FIXED] Autofacs and possibly some other world types have a strange behavior where the trillum refinery structure will occasionally come online for a single watch even if they're being fully provided with trillum. This wastes labor for no reason. It may be tied to the fractional resource demands issue, but the planets in question should be pulling from stockpiles and then replenishing the stockpile through trade rather than activating the trillum refinery.
 [FIXED] Hazardous planets with low and/or growing populations (<1-2 billion) sometimes don't request quite enough trillum to make enough survival goods to sustain their population; this inevitably results in a death spiral. Consumer goods autofacs are especially prone to this since the CG autofac seems to get priority for trillum over the habitat structure, especially if trade route demand exceeds production capacity.
 [FIXED] If two consumer goods autofacs have different labor output but are set to each export the same % of demand to a hub, strange things happen if demand exceeds 2x the maximum output of the less productive autofac. The less productive autofac will start to import consumer goods back from the hub (if there is a reciprocal link- consumer goods are one of the resources that consumer goods autofacs default to importing from a hub when a link is established.) After a while, if the world is a hazardous type, the habitat structure will start underproducing survival goods and it's a death spiral from thereon out. The best solution would be to have the amount that hubs import from autofacs and extractors default to being proportional to each connected autofac's labor output.
 [FIXED] Yards, academies and planetary defenses don't reassign labor allocations when a resource gets cut off; for example, if a jumpship autofac is producing 50% Eldritches and 50% Adamants and gets chronimium cut off it will continue to only use 50% of its total labor to build Adamants and the remainder of the labor will be wasted. If there is a shortage of a resource needed to build a unit, unit-producing structures should automatically use the labor to build available unit types that don't require the resource and display a warning, rather than sit there wasting labor.
 [FIXED] As mentioned elsewhere,resource sink planets should build up larger stockpiles of irreplaceable resources they consume (components, non-native minerals) and should be able to pull from those stockpiles even when trade routes get disrupted.