Yes, the basic essentials are done, I think the techtree is (almost) complete, same for the rest of data files. Last tasks will be to "pimp" the race gfx wise. If Nasty provides some planet material, the starsystem will be redone, and finally some tuning and tweakin for costs generally, as well as shipmodule tweaking.
But this depends on the feedback, because at the moment I haven't got enough time to extensively playtest myself

PS1:
The easiest way is to cheat for all research and build the ship in the ship yard.
Once you've done the ship(s) leave the game
go to ..\MyDocuments\..\MyGames\GC2TwilightArnor\ships
say you have an Escort.xml & Sx_UD_Escort0.shipcfg (+1 index by upgrading ingame)
1. rename shipcfg to Sx_Escort.shipcfg
2. open the Escort.xml delete the whole userdefined tag, and change the model to the name of the shipcfg in this case "Escort"
3. do basically the same for the shiptemplate, I left a "T" in shipcfg name to distinguish between template and ship. The model tag in the template would read "T_Escort"
Thats all, except you need to make sure that you don't define any coreship in GC2Ships.
This does not apply for the 3 starting ships, ColonyShip, SpaceMiner & SurveyShip
You should not change the name attribute & model, though you can build them in shipyard but the classname=name attribute! Better take SDs naming convention for them, otherwise invisible ships & crash as in v1.7
PS2: I think th PQs of the 3 other planets are fair, since the asa profit from slightly more powerful terraforming techs + some PQ bonuses via research and PI
Basically I tried to design the asa not to rush expand, more a very powerful "minor" at start, sticking in their own system and start slowly to expand by many means

PS3: I don't know, but I would like to implement his good stuff