9) Fast Freighters? When a trade route is established it gives you a "per turn" income correct? In essence, the freighter going back and forth is just animation and has no impact on the money generated, correct? So... all things being equal, do faster freighters generate more trade revenue, or does having a fast freighter only help to get you to the destination faster the first time?
The freighter moving has some
impact on how much you're making, but once the route is established, that minifreighter is limited to one movement point a turn regardless of how fast it was before. So yes, basically a faster freighter just gets you the route sooner.
10) Spies like us. Does it make a difference what kind of building your spy infiltrates? Are there technologies that spies simply can not steal? (There's a unique building or two I wouldn't mind finding!) Can you gain tech from conquering a planet?
I assume Spies Like Us is part of the campaign? I haven't played that yet, so I can't tell you if which building you hit makes a difference for that. In general, though, which building you hit is extremely important. Disabling a factory on a bonus tile is more valuable than one that is not. Same with research buildings. Various capitals and one-only buildings are also good targets. Disabling farms before an invasion will kill off large numbers of defenders for you - or disable their entertainment buildings and use information warfare.
There are some race-specific techs in TA that cannot be stolen. Which ones, though, I can't tell you. Yes, you can steal techs by invasion - again, some can't be stolen.