Ok, I saw in Cari_Elf's changelog for 2B where she mentioned she fixed warp bubbles. I thought I'd seen them available for the other races w/out researching the tech, but apparently not. I created a game as the torians to check on this and forgot to try and build a new ship on turn 1, but I did try some 10 to 15 turns in. I had normal tech on and had only researched Xeno Communications, Universal Translators, Space Liberation and the tech that gives 10 to social production. Xeno Engineering I think?
When trying to build a ship warp bubbles were not available but Battle Centers (or was it command? the one that gives a 25% weapon bonus in friendly territory) were. I'm pretty sure I hadn't researched this yet, so unless Torians start off with it, it shouldn't be there.
Oh, and this isn't a bug - just an observation: Central Mines *were* 40 turn projects (without social focus), that didn't give enough of a return in Beta 2A. In Beta 2B it looks like they were boosted as to how much production they give, plus they're only 5 turns, 4 with social focus on. Considering they are a tad more production than most race's basic factories this has turned the torians into economic quick-starters (for a few turns, until the other races had the ability to build a second factory). I'll agree central mines needed work, in 2A unless you had some kind of productivity bonus from an ethical choice upon settling the planet, it just wasn't feasible to build them until the last tile, if at all. This almost seems like a swing too far in the other direction. I'd almost suggest making them give a % bonus to overall production (kinda like power plants), except on most planets this would go back to making them not really worth it early game. Perhaps a combination of productivity plus overall bonus? This way you're not getting massive early game productivity, but you don't want to just over-write them with a better building later on.