Thanks for the information about the shipyards. I personally like the idea of having to meet certain criteria for things to work, or work certain ways - but knowing what the requirements are is massively helpful. Guessing is too difficult with the amount of time it takes to build things in colonization.
However, for the commodity markets that are unavailable - that part I really can't figure out. I had put a scientific outpost in a system that was (until today) high tech to begin with, has a high development level and high population. Yet, it never worked. What do you need to turn the commodity markets on in some outposts? It would be helpful to have all this kind of information, and hopefully there is a plan to release all the different requirements.