I just lost a long post so I'm very very mad.
Ok:
1. Fix MCC make it so that it does what it is supposed to do
2. Allow us to change the "date" into "turns" (like in civ where you can have it display either 2000AD, turn 740 or even both, whatever you choose in the settings)
3. Make new anomalies appear, perhaps have half or a third of anomalies reswap in semi-random places.
4. Make more different things happen when you explore an anomaly. Thins comparable in impact to what we have now.
5.
Make some anomalies, excedingly rare ones, have importatnt effects. If the civ that discovered the anomaly was below a certain tech threshold the anomaly would yield nothing and reapear X turn later on the same spot. They could be mini mega events, perhaps something allong the following ones:
Planet Killer appears (it would be a mediumly strong opponent) and heads for nearest planet to devour. The creature is artificial so there would be no need to introudce new graphics. The creature could reproduce, by turning planets into asteoride feilds. You see the potential for strategic choices?
You could leave the little bugger to "terraform" a few class 0 planets into asteorid fields, you could tell your scout to leave the area knowing all smug that you have caused the Thalans a headache, or you could just ignore them since it the part of space you have unleashed them is too far from inhabited space (this would be a strategic choice, how advanced do you plan on being once a douzen or so reach you? Or is it better to send the low tech fleet you have to kill the one lone monster).
For blance purposes I propose the following: Class zero planet (most of them seem to be gass giants) destoryed spawns 2 planet killers. A habitable planet (<10) produces one, a planet beyond that is first reduced in quality (one killer spawns), then the process would be repeated untill it falls bellow 10, then the old rules apply.
Each feeding gives the monster XP.
A. Simpler VersionOr if you feel like saving some time, make them star system killers, and have an appropriate number of them appear after destroying a star system (the more planets the more filthy little robots). This could allow you to use the new Terror star code.
B. More complex Version, but insanley fun versionHave them "evolve", each time a critter kills a ship, if the ship has more advanced equipment, it has a small chance of dying and respawning armed with the ships equipment, or its faster engines or protection and full health. Every time a creature feeds on a planet it makes a copy of itself. Survival of the fittest.

This would be crazy on an immense galaxy.
C. We are the Borg No evoultion, each time a ship is destroyed make a small chance the ship reapears under the control of the monsters. Each time a monster reproduces it creates one or several new ships (it takes one of the three strongest ship designs the artifical horrors have enslaved). Have them love fleets and have high logistics to save on AI coding. Or make each reproduction phase clone not just the monster but the fleet it is in as well, and make the logistics smaller to prevent uberfleets. The second variant of C seems easier to code and perhaps allows a bit of backdore evolution minus the trouble of coding presented in B.
In closing this has provided me with more ideas than I tought it could. You know what, if you makes the monsters strong enough you may as well call this a
new mega event. Just make a nice picture, no need for a vid. The players will be crazy with joy.