I guess if the paying-for-cards really, really bothers you, you could just houserule it that:
-you draw all the cards at the beginning of your turn for free
-you can sell patents (=discard cards) for 3$, instead of just 1$
-reduce the starting terraforming rating by 12$ (to compensate for the extra money per turn from not having to pay for cards)
-reduce the starting money of advanced corporation by 18$ (10 cards x3 = 30, minus the 12 from the decrease in terraforming rating)
-increase the card milestone by 3 cards, decrease the terraforming milestone by 12 points.
that way the balance doesn't get too screwed up (aside from the buff to card-draw, and making discarding cards to pass your turn easier) but you don't need to spend extra time at the beginning of the turn deciding which cards to keep.
I think that's the minimum number of extra changes you would have to do to allow for "free" card draw; just increasing the price of cards by 3$ messes up too much, IMHO.
Energy seems pretty damn useless - it was essentially another source of heat, delayed by a turn, and that's it.
You should think of energy as a "tag" you can always buy. The heat from unused energy is a consolation price. You should only ever buy energy if you have a card that requires energy.
It also really didn't feel like the player who played best won - our winner was the person who kept having to be reminded the whole game to add to production, not resource pool.
I assume all players were new? Playing draft, an experienced player should easily beat a newbie.