After playing your game, and fishing around for some older versions to see how it's come along, I have to admit I'm very impressed with the work you guys are doing. The art style is bold, functional and entirely unique - no small feat in today's graphic's heavy industry. I'm also very impressed at the sheer gameplay mechanics - simple, and yet they embody the most basic level of strategy which is why it works so very well. And the music suits the style perfectly by bleeding into the background as atmospheric as opposed to the sensual assault most games attempt. This is, by far, the most impressive original and independent I.P. I've come across in a long time.
I don't really want to suggest too much, as judging from how the game has progressed (limiting the movement radius between asteroids was a great step) you guys seem to be headed in the right direction. However, I wanted to point out that an apparently unstoppable strategy in the current version of Dyson is to take a 'corner' and collect all of your seedlings on a handful of asteroids before moving them out and tearing up the other Asteroids. I've successfully managed to complete the game using this strategy without failing once. The A.I. only appears to attack in small swarms of seedlings which, against an army of 500 seedlings, is destroyed time and again. I'm not sure of your intended vision for the game, but you need to introduce either mechanics or seedling types to counter this strategy for the game to balance out against sitting back and gathering units. I'd recommend either introducing an Asteroid size to maximum seedling count ratio, preventing the player from moving 500 seedlings around the map. This would create bottlenecks by using small clusters of the smaller Asteroids within the Asteroid fields preventing the player from moving their one massive swarm around the entire map, sort making "bridges" requiring the player to either divide their units temporarily and move them, or make smaller groups of seedlings but have multiple groups as opposed to a single, massive swarm. Just a suggestion, however.
Also, I've noticed that there is not much player feedback from the U.I. - for example, 32 seedlings appears to be the maximum allowed on a planet before production is halted, however this information isn't shown to the player. And when moving too many seedlings, over 540 or some such appears to be the limit, they won't move when instructed however the reason for this isn't explained to the player. These small ques help first time players get used to the rules of your game, as well ensuring a player is always able to make the best decision about their situation which is very important in strategy games such as this.
Despite my criticisms, Dyson is a fantastically original game and already feels very polished and the only reason I've pointed out such small flaws is because you've done everything else so very right. You should be very proud of your game, I'm not an easy person to addict to any one game, but you've done so effortlessly.