An idea to make tech 'worth' more is to factor the hull size of the ship for maintenance each round.
For Example: At weapon, engine and shield tech 0.
A hull 2 with an engine of 5 and a shield of 2 with the weapons below costs 32
Battery V: Laser, 1-3/4-6/7-9, 2/3+/2/2
[ab]
but at weapon, engine and shield tech 2.
You can create a hull 2 with an engine of 4 and a shield of 3 with the weapons below for 61
Battery V: Laser TL2, 1-3/4-6/7-9, 2/3+/2/2
[ab] [ab] [ab]
Now this is nothing that you didn't know already. But lets say you have to pay a maintenance fee of hull size x 5 each turn. Nation A who has the first low-tech ship wants to build a fleet of ~300 credit fleet and purchases 10 of those ships. Nation B who has the second high-tech ship also builds a fleet of ~300 credits but only gets 5. In terms of CR, we are considered 'balance'.
However, the next turn Nation A has to spend 10 credits per ship in maintenance or 100 credits, but Nation B only spends 50 credits! It now pays to increase your tech levels.
When I was using Starmada / VBAM system for solo games. I had 11 tech levels giving a lot of room to grow (the base tech level in starmada - tech level 0 was actually TL6 for me). I also made it a curve (new tech level squared x 100) so to go to TL1 to TL2 cost 400 credits but to go from TL8 to TL9 was 8100 credits.
Food for thought?
-B