A few rules I have toyed with or implemented for a more enjoyable or more interesting game. Feel free to comment or add your own.
Cooperative Transfer
As an action, similar to the Transfer action, activate a system containing another (willing) player's ships, with whom you have a Trade Agreement, using a Command Counter. That player then activates an adjacent system containing your ships using a Command Counter from his reinforcements. Switch all ships on these two systems, including Space Docks, if able. Planetary Landings and Production may not be performed during this action, but movement may provoke PDS fire.
Politics Variations
If a card is drawn and requires players to elect one [Law, Player, Planet, etc.] in which there is only one of these things to elect, players may choose to put their votes towards NOT electing that item. For example, if a card is drawn to repeal a current law, players may vote against repealing the only law in play.
When players are called to vote or elect, allow some time for players to mingle and leave the room if necessary. This will allow time for voting conspiracy to form, and players' votes to be bought. When it comes time to vote, they each write their votes down in secret and reveal them simultaneously. This variant is for players who prefer 'straight-up' politics as it avoids "vote stacking", wherein players vote to deliberately topple the natural order.
Setup Variations
Before removing any game tiles from the pile, remove all wormhole tiles. Shuffle the remaining tiles and remove tiles as necessary. Add the wormhole tiles back in, shuffle and deal. In this variant, all wormholes will be placed on the board. Optionally, players may choose to remove the Keeper of Gates Secret Objective.