I agree with you in part. The balance of the game is such that technologies don't fly out the door and no nation can rise too far above the others without a lot of Gold spending.
This is the idea for accelerating research; by adding one more slot per month as the game goes beyond that initial first-month's rush to expand, you can maintain a better realism of the simulation of world affairs. As the game progresses, the number of active and viable players decreases -- often quite dramatically. Meanwhile, the number of players becoming larger and having a more dominating presence within a match -- as a percentage of the total -- actually increases dramatically.
For example, after a couple of months have passed in a typical World Map match, there will usually be maybe a dozen active players at most and, of these, most are clearly dominant and far larger than was their starting national positions.
That commonly-occurring early rush to form giant alliances has largely faded as most of the big alliance wars have typically passed while only a select few players have managed to come out on top...usually by sacrificing some or all of their allies as pawns in their ominous war plans against their in-game enemies.
So, the common state of a mid-game to late-game match is a race to see who can better and faster outgrow their neighbors and out-research them for some specialty tech, i.e. Tactical Bombers, in which they can achieve a substantial superiority in their chosen methodology of warfare. As the game gets long, a lot of stalemates can occur, things get stagnant, everybody seems mostly to have chosen the same technological specialties as each other. Some nations are trying to max out their resources for an even longer game endurance while other nations are trying to max out their units until they can't support anymore for an attempted shorter game victory with a Zerg-rush of [i.e.] Light Tanks.
The point is that, for most of the matches I've played in and wasn't eliminated very early on, I've observed this same set of circumstances or something similar. And I'm positive that this is commonly experienced by much of the playing community.
So -- again, to spice things up -- if we add more research slots later in the match, then those fewer and larger nations can be more accurately reflected in a larger research output. Now, I'm not suggesting lowering the time for each research project to be completed. After all, learning is a slow process. But, a bigger nation should be able to afford more branches of study and focus at the same time. Thus, with the nations becoming fewer and larger, the idea of branching out in the number of simultaneous research projects seems to be far more realistic.
Finally, as I've stated in my first post, I think it would be important to gradually increase the available research slots. My suggestion stands at one additional research slot per completed month of a World Map match and maybe after every three weeks of a non-World Map match (though those matches may still not start adding the first additional research slot until the first full month has passed).
Hopefully, this helps to explain my position and maybe it can get you to come around to my idea.

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3