hey fate, some comments about the suggestions:
1. Add the time of day the events will happen when looking forward into the future (both in the Time Machine and when dragging from a base) in addition to how far out in time the even happens.
why do you want this? i'm asking because we've yet to come up with a solid reason to add something like this. one of the big challenges in subterfuge is information density. there is SO much information on the screen at any given time, that it's crucial to not display anything that isn't absolutely necessary, otherwise things get really cluttered really fast.
2. Landscape mode (particularly good for the larger screens).
the world is a 3:4 aspect ratio, so if we add landscape mode you'll just end up letterboxing the thing and wasting a bunch of screen real estate.
3. Possibility of playing at 2x speed (or more?)
yup! that's on our list of post-release items. we also want 1/2 speed for those who don't want to check in as often, and 100x speed for those who want to play an entire game in one afternoon.
4. Selectable map sizes.
i understand why you would think this is a good option to add, but we've played with this type of thing a lot. both outpost density, and number of outposts per player, and changing them has pretty serious ramifications for how the game plays out. we chose to have a specific outpost density and determine the world size based on that and the number of players. there's already enough variance in terms of factory to generator ratio.
5. Selectable starting resources.
i don't understand what this means.
6. IFTTT integration.
sure, except every item on our very long todo list is probably higher priority than this

7. Declared Treaties ([timed?] so that if you are officially allied your subs bounce off or can be stationed at allies locations [maybe requiring a diplomatic specialist?]).
there is something a lot of your suggestions have in common: they seem to com from a place of "wouldn't it be cool if...?"
one of the most important lessons i've learned as a game designer is that designing by adding cool things does not lead to good games. as a designer you have to think about what kind of experience you want the player to have, and when you add something, it has to be because it supports that kind of feeling. everything that doesn't support the kind of feeling / experience you want to create should be removed. something is perfect not when nothing else can be added, but when nothing else can be removed.
this also makes a lot of sense from a practical point of view. there is only so much a small team can do, so best to focus on the things that really matter, because there is an infinite number of ideas that can be added, but very few of them support the game's actual design goals.
hope this sheds some light about how we think about the design of this game.