I really love the (metaphorical) "card" idea. It gives players meaningful choices, keeps the game fresh and gives the dev team a lot of levers behind the scenes to balance things invisibly.
I'm not a huge fan of "build more research labs" as a way to model investment in technology, though. The trope of "devote real estate to building labs" for technology is kind of silly and not engaging. It would be way more interesting if the way to advance your research was by doing interesting things, like "building a lab around a black hole gives you a much high chance of getting rare gravitonics tech", "implementing a very free market economy randomly grants you minor tech improvements and innovations", "ship designs more specialized than the basic types are only gettable if you do a lot of the thing the ship is specialized for" (like combat, exploration, etc.)".
Most of the stuff you listed as "interesting things" are in the game. Anomaly research, for example. How they affect gravitonics research isn't clear, but it's possible that research station near an anomaly (e.g. a black hole of note) would give you an increased chance to choose a specific tech to research.
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