Some more bugs.
Foreign Policy:
On turn 1, I get to see one AI-player in stats, report and united planets under Foreign Policy, even though I haven't met the AIs. I can't speak to him. It seems to be the first AI in RaceConfig.xml that is in the game, for example it's always terrans if they are controlled by the AI.
Complete Research-screen:
There is a \n missing when more miniaturization is needed for a new ship design. It looks like this:

Trade-screen:
Right-clicking on the AIs ships will pop up a info-box about it.
Bug 1?: Might be a bug, might be working as intented. However, the box will have the player race's color, not the AIs own color, which I would find neater.
Bug 2: The box doesn't show any picture of the AIs ship. If the player looks at one of his own ships and afterwards takes a look at one of the AIs ships, it will use the player's ship-picture. Rarely will it use it's correct picture but I haven't been able to pinpoint when this happens.

That's a picture of my scout for his colony ship.
Colony Management-screen:
When the military rate is 0% and the planet gets social production carried over into military, there will be a typo in the tooltip, "...Increase your spending ratio to at least 1 0.000000or social spending to be used." "0.000000" should be "f".
Very old incorrect text in English.str:
[Event_PlayerDies] Meanwhile...\n\nThe %s have finally succumbed to the relentless power of the %s. Their last star system, %s has been taken over and occupation forces have arrived to set up a provisional government.\n\nThe %s have been defeated.
"star system" should be "planet". Leftover from GalCiv 1.
The description for "Anomaly Class: Civilization Graveyard" says "... sometimes the home of lurking space monsters.
Nope, there are no space monsters in GalCiv 2, another leftover from GalCiv 1 I guess.
A couple of campaign-bugs:
The dialogue-file for the mission "Achilles Heel", Mission5_Text.xml doesn't exist meaning that all the races will use generic first-time greetings and dialogue.
The Iconians have the wrong morality in all of the dialogue-files that they are in, the reason being that they were previously neutral before they became good in a former patch. Because of this, they use generic dialogue instead of their campaign-dialogue. They are currently morality=1 (neutral), they should be morality=0 (good).
Dread Lords Campaign.gc2campaign : [Mission8] should have lose=-1 instead of lose=9 (lose=9 is replaying the same mission). The reason being that the code doesn't accept lose=9 which had the effect that I got to mission13 Pathfinder after losing mission8.
As always, I would be very glad if you added information tooltips for Social Production and Research Production similar to the one for Military Production, on the Colony Management-screen.
EDIT: I found another one:

There is a "%" too much in all four government bonuses texts.