One of the things I like about this game is the fact that I can see all the numbers, and I know they are accurate. It makes the game a bit more chess like; you know what the result will be if you move a carrier from star A to star B; such as how many ships will be built at star B in transit, and can calculate how many ships one side or the other will lose by. It is highly tactical that way. Uncertainty comes into play when you don’t know what another player has outside your scanner range, or if they will move to attack you the moment your carrier has left star A. High scanning limits the former, though if multiple-level warp gates are introduced that will extend that some what.
My issue with this idea is that it creates a lot of unknown. You have no idea if your ships will succeed in an attack, or will be utterly decimated. It hardly matters if a person has ships out of range or not. You might think they have far more than they do right in your face. Perhaps you think a would-be ally is planning to move against you as he’s stockpiling dozens/hundreds/thousands/etc of ships at your door when really it’s just your inaccurate intel and his star has produced X number of ships that tick. In the end, it becomes a pretty random guessing game and a total crap shoot to see if your attacks are successful or not, and I think that style of game would lose its luster more quickly than the current more calculating method.
Not to say it shouldn’t be an optional add on to the game, I just would prefer not to see this mandatory in all games.