Here's my stuff for solaris:
1. Looking in the manual, it says "cobra ships are sent to persuade you to vacate a cluster". well, if you block a combat group's path from moving and then go back to the combat view, voila - cobra ships appear out of nowhere. this can unfortunately happen during another unrelated fight, with devastating results.
2. if you do that while on a planet, you will get invaders instead of cobra ships. if you plan well enough, this can happen inside a corridor. fun.
3. quadrants are ranked by difficulty - you know the quadrant's difficulty by the amount of gates on a corridor or cadets on a zylon planet. it's not linear, too - some maps far along in the game have a difficulty rating of 2. case in point is when you try #1 on the first map - you will get cobra ships that can't shoot at you.
4. you can tunnel through enemies in 2 different methods:
* if you move exactly when they move, you may be able to pass through.
* if you attack a combat group, then locate yourself on another combat group (but not engage it!), then win the fight - you can pass through the other, unrelated group. if it was a map edge, you'd even get to the next map. you can see it here in action:
http://www.youtube.com/watch?v=8JLdalkHLW0
5. there's a tiny time gap between being winning an extra life and the zylon planet being destroyed. if you abort fast enough, you can re-engage the planet and get more lives this way.
6. for reasons not entirely clear yet, sometimes combat groups will move a lot more than once. perhaps this is a discrepency between moves happening while on the combat view and on the quadrant view.
7. even when your rader is broken, it is fully functional, as you can see the distance to the target and whether it's left/right to you by the indicator, so nothing is lost.