There are gaps in the tech trees. Some of them did get patched before Stardock stopped updating GalCiv 2. I don't know them all off-hand, but I do have some examples though.
The Thalans once lacked the "Space Weapons" tech, which unlocks a starbase module that is the prerequisite for most modules that starbases get for personal defense. Not only is it a prerequisite for a number of common starbase defense modules, it is also the prerequisite for the unique Thalan starbase defense modules. This was one of those gaps that did get patched.
The Drengin (and to an extent, the Korath) get population growth bonuses for all farming techs and the final also provides a morale bonus as well. Their version of the prerequisite tech for the Tech Capital gives a +5% bonus to research. Things like that is why I often try to buy those technologies from the Drengin instead of trying research them myself (unless I am the Drengin). Also, one of the Drengin slave pit techs gives a +5% bonus to social production, while the Korath version doesn't, so things aren't always consistent.
For a time, some of the civilizations didn't get all the mining and production assist modules. Those were tied to the standard factory techs, and since civilizations that got alternate factory techs didn't get those techs, they didn't get those starbase modules either. This is one of those gaps that did get patched, so most civilizations get such starbase modules with their factory techs (however, I recall that the Drengin can find theirs after advanced starbases).
The Yor get something to replace the Manufacturing Capital, but it is expensive to maintain, and its bonus (+50%). This is duplicated by the Iconians as a planet improvement, which is also much cheaper, and is one per planet instead of a Super Project.
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Yes, many of the unique civilizations appear to lack a number of Super Projects, Galactic Achievements, and Trade Goods. Its not only that they don't get the stuff available to common civilizations, they also don't often get anything to replace them.
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I believe that some of these problems exist due to Stardock not being aware of the problems (or at least of them). This isn't the first time this has happened. Starbases defenses didn't get updated throughout the patches. They are more or less the same as they were back during initial release. In fact, because the combat has gone through some revisions, they are worse off now (they still can only kill one ship per turn, now enemy weapons can weaken their defenses, and ship hulls are even larger). I'm fairly sure they still have the same modules and the same stats as they always had. The prerequisite techs may have changed (especially during TA expansion), but this was not always for the better. The only real improvement they have got is that constructors now get starbase repair kits.