You made it into the release notes.
I noticed. That is why I feel under pressure, because I have no idea how to handle it.
Okay, here are my findings while looking through some of the files. Most of it is just difference in opinion and a few typos.
PlanetImprovements.xml
Anti-Matter Power Plant - The Maintenance is 1bc higher than for the other two Power Plants (4bc instead of 3bc). This is a leftover from the vanilla game. Either make it a steady increase (3bc, 4bc, 5bc) or set it to 3bc like the others. The AI value for the Power Plants (9) is also lower than for the other production boosters (10-12).
Enhanced Infrastructure - It has a huge jump in cost (+30), when compared to the subsequent ones (+20). The easiest fix is to simply increase the cost for Planetary Infrastructure to 20. The AI value for Enhanced Infrastructure is 2000. Most likely just a typo, considering that the rest are set to 200.
Planetary Defense - This is a hard improvement to pin down. The defense-bonus is useful, but you don't want the AI to spam it's planets with them. The current AI value definitely prevents that from happening, but it is also too low for the AI to make use of the building either. A higher AI value, on the other hand, would increase the chance of the AI building it, but would also make it more likely for the PD to get spamed. Limiting it to 1pp would solve this, but would also be a problem for the Yor, because the PD is currently the only spamable morale improvement they have. I'm really not sure, what I should suggest to do about it. No matter how I turn it, there is always something off.
Xinathium Hull Plating - This TG can be disabled by agents, thereby reducing the HP of already built ships and starbases. That doesn't really make sense to me, so it might be better if you set CanHaveAgents to 0.
Gravity Accelerators - The description is incomplete: "increase the base speed of your ships
by." Easiest fix is to just remove the "by".
Hyperion Shipyard - Same problem as with the Xinathium Hull Plating.
Hyperion Shrinker - It feels weak as a GA with the current bonus. Maybe you could increase it to +25%?
Hyperion Logistics System - Same as with the Shrinker
Neutrality Learning Center - Unlike other labs, the Maintenance for the NLC increases by 2bc, instead of 1bc. There is also another problem. Due to the way upgrading works it is possible to have both the NLC and Discovery Spheres available at the same time. You can fix this by adding additional S_UpgradeTarget-tags for the Invention Matrix and Discovery Sphere. While not perfect, this does actually work.
Fertility Clinic - I consider this improvement a trap, because the AI can't use it properly. The only use for the FC is, if a planet hasn't reached the pop-limit yet or if the planet is the source for colony ships/troop transporters. However, due to the low AI value, it usually wont be build by the AI, making it even more of a players-only tool. Increasing the AI value, on the other hand, would only increase the likelihood of the AI spaming the FC, but the main purpose of the building would remain the same. I'm currently debating what to do with it myself, so I can't give you much advice. Adding an econ-bonus would make it too similar to the Recruiting Center. Not necessarily a bad thing, but I try to avoid that. Adding a morale-bonus would make sense, I guess, but that has problems of it's own (more on that later). I'm really not sure about an influence or farming-bonus.
Counter Espionage Center - This one has a pretty low AI value (5). It might be better to increase the value, because the AI has a hard time defending its worlds from enemy agents.
Devil's Forge/Death Furnace - I think, you should swap them around and turn the Devil's Forge into the SP. The details of the tech states, that the Devil's Forge is a one-of-a-kind improvement, so it would make sense. The Death Furnace, on the other hand, is often mentioned in plural, so it feels kinda strange, if there is only one in the game.
Improved Slaveling Lab - Just like the NLC, the Maintenance increases by 2bc, instead of 1bc.
Pain Amplifier/Agony Coordination Grid - Another pair of improvements where the 1pp-bug is possible.
Advanced Navigation Center - The Maintenance increases by 2bc, to a total of 3bc. You really want the Arceans to build it, so it might be better to either keep the Maintenance at 1bc or increase it only to 2bc. Otherwise, it feels like punishing the Arceans for doing the right thing.
Aul Incinerator - First, a typo in the description: "must be fed a constant
steam of slavelings". Second, the PQ-bonus doesn't make sense to me. The Aul Incinerator feeds on life energy, so why would it increase the PQ?
Superior Collective/Ultimate Collective - As mentioned in an earlier post, each of them increases Maintenance by 2bc, instead of 1bc. This makes them very inefficient.
University - There are three problems with this improvement, all of them remnants from the vanilla game. First, it has an AI value of 0 (all other Torian labs have a value of 5). Second, the Maintenance increases by 3bc (for 4rp more). And third, the buildcost increases by 35. This is an increase of more than 100% (School costs only 25).
City of Learning - This improvement increases Maintenance by another 4bc.
Replicators - The Maintenance on these improvements is weird. It starts out with 1bc (Basic Replicator), then jumps to 4bc (Industrial Replicator L1), then to 6bc (IR L2) and finally to 7bc (IR L3). While there is a pattern to it (+3, +2, +1), it doesn't makes sense to me. 3mp more production seem to be worth 3bc, while 2mp more can be worth either 2bc or 1bc.
Orbital Command Center - The AI value (10) is too low for this SP. The ability to use all ships in orbit for defense is too valuable, so you want the AI to build it ASAP. The vanilla HP-bonus for ships build on the same planet also doesn't make sense. It's a command center, not a shipyard.
Morale improvements - As I mentioned before, limiting the starting morale improvements to 1pp with a AI value of 200 (or higher) should increase the chance that the AI will be them on all planets. The 2nd tier improvements and onward should remain unlimited, but their AI value needs to be increased to either 12 or 14. This should alleviate the AIs current problem of keeping the morale stable.
However, there are more issues with morale in general. As mentioned before, the Yor only have Planetary Defense as spamable morale improvement, which really isn't the best choice. The prevalence of morale bonuses can also be seen as a trap. The AI doesn't consider the size of the bonus when it places a morale improvement on a bonus tile. It also often uses several buildings with small bonuses, instead of one improvement with a big bonus, to boost approval. All of this only makes it harder for the AI to keep morale up. I'd suggest you either remove some of those bonuses or increase them.
StarbaseModules.xml
Extreme Industrial Center - The Description states that the bonus is +8, but the module only provides +6.
Inconsistent module requirements - Defense, Economy, Mining, and Attack/Defense Assist modules only require the first module to unlock. While on the other hand, Sensor, Trade, Speed Assist, Culture and Terror Star modules require all preceding ones. This makes it harder to grasp how to upgrade starbases, because two different sets of requirements are at work.
TechTree.xml
Interstellar Governments - It has an Influence-bonus of +0%. This is a leftover from vanilla, so you could just remove it.
Infrastructure techs - They still have no Details.
Basic Necessities - It still has no Description.
UPIssues.xml
Welfare01-03 - HowAIWouldVote is currently set to 1 (vote higher number if winning). This should be set to 2 (vote higher number if loosing), because it makes no sense, that the winner is granting everyone else a chance to get more money (especially if he is the one that's going to pay).
ChangeGovernment01 - Same as above.
One more piece of advice: use comments ( <!-- --> ) to disable techs, improvements, etc., that you are no longer using, but don't want to delete just yet. This makes it easier to go through the files, because it is apparent which parts are no longer used. The game also automatically ignores those parts, making it unnecessary to change the requirements.
I'll be going through the rest of the files once I have more time. If I find anything more, expect a post by tomorrow. Tuesday at the latest.