Hey everyone. I spend the evening polishing research and doing some all round testing. I also finished my work on the Drath which in hind sight wasn't that much work.
Here's the link: https://www.dropbox.com/s/rre1q8917zy5n8q/Community%20Update.zip?dl=0
Here's the Damage:
RaceConfig.XML
TechTree.XML
XenoMysticism:
-Requires None to Temples*
StarbaseMobilization
-removed group tag
StarbaseProjection
-removed group tag
StarbaseDomination
-removed group tag
StarbaseConquestStrategy
-removed group tag
Anti-Matter Power Plants
-cost from 1000 to 2000
WayOfTheArnor
-AIValue to 10
WayOfTheDreadLord
-AIValue to 10
Charging Stalks
-AIValue -10 to 15
SlaveCanyons
-Cost 15 to 1500 (oops!)
Altarian TechTree.XML
-Xeno Ethics Requires Xeno Mystesism to Temples
Terran TechTree.XML
ExtremeColonization
-CanBeTraded to 0. Prevents MASSIVE techtrade exploit due to AIValue -10
Krynn TechTree.XML
ExtremeColonization
-CanBeTraded to 0. Prevents MASSIVE techtrade exploit due to AIValue -10
Drath TechTree.XML
ExtremeColonization
-CanBeTraded to 0. Prevents MASSIVE techtrade exploit due to AIValue -10
Yor TechTree.xml
-Soil Enhancement Removed AIValue 45
-Habitat Improvement Removed AIValue 45
-Terraforming Removed AIValue 35
-Artificial Gravity AIValue 60
-Xeno Engineering AIValue 60
Korath TechTree.XML
-Added OShea's government descriptions. Can no longer be traded.
Drengin TechTree.XML
-Added OShea's government descriptions. Can no longer be traded.
PlanetaryImprovements.XML
EyesOfTheUniverse
-F_AbilityFactor removed
-AbilityAmount 0 to 6
StarbaseModules.XML
SingularityWeapon Module enabled
-AttBeam from to much to 7
-AttMissile from to much to 7
-AttMassDriver from to much to 7
Results of Optimization
Yor
No longer skip Artificial Gravity and it's follow up techs. They grab their farms and +pop tech and efficiency studies. All in all they do a decent job.
Torians
No changes needed.
Arceans
No changes needed.
Altarians
With their unique techtree placed after Temples their research is much more balanced. They get the Bioshere Modulator quickly enough to use it.
Drengin
No changes needed.
Terran
No changes needed.
Korx
No changes needed.
Drath
Seem to like their changes 
Thalan
No changes needed.
Iconians
No changes needed.
Korath
No changes needed.
Krynn
No changes needed.
I took a peek at some AI's economical performances and it seems the -25% espionage penalty is working as intended.
*I found it impossible to get the Altarian's to research XenoMysticism at the right time. Gaunathor gave the techs a gigh AIValue but this pulled the Altarians away from Artificial Gravity and they would end up with Unimaginable Destruction, Doomrays while still using Basic Factory. After moving XenoMysticism all sorts of wonderful things began to happen. The Drath had the same problem, but no more.
Anyway, I hope you like this update because at this point I wouldn't know what to change. We've already started to polish by adding description, doing a spot of optimization, etc.
One thing that bugs me is that AIP11 doesn't research it's military starbase technology. It doesn't like the Starbase category. On the other hand it is much to fond of the Military category so I'm a bit hesitant to change it back as it might result in very impressive military starbases with extremely lackluster ships.
If I recall correctly there used to be modules for military starbases spread around in the techtrees but they were either removed or placed in the Military Starbase branch.
Also I removed a few groups. I like groups when the techs are descriptbed as Basic Tech A, Advanced Tech A or Tech 1, Tech 2, etc. But when the displaynames vary I like them to be visible. They tell the player something so hiding them makes no sense. They also show improvements better.
Cheers,
A.