Bugs:
1. If a minor race is eliminated, using the right arrow button to parse through the minor race list on the diplomacy screen results in jumping over to the major race list (jumps to that tab) when you reach the point where the minor race you eliminated would have previously appeared. Once you end your turn, the minor race list once again works the way it should, parsing only through the remaining minor races w/o mistakenly jumping over to the major races list. A linked list that isn't updated properly until the next turn after the list item (minor race) was deleted perhaps?
2. The minor races don't seem to obey any particular rules regarding an overall game's difficulty settings. They play with just as much intelligence whether the major races are set to be as dumb as rocks or as bright as can be. In effect this makes them "major" races in games where the true major races are set to very low difficulty, since they end up researching, trading, etc. far more effectively than the true major races (and usually the player). Their constant difficulty setting seems to be as difficult as possible, as they grow like wildfire, outpace even a technologist-tweaked player race in research, build wonders and trade goods every few turns, and do all of it with just one or two planets. Whoa! Can I be a minor race?

Minor races really ought to scale their difficulty to match the overall level of a particular game. An option to turn minor races off during game creation would also be nice.
3. The Espionage and Destabilize sliders for the major races can be "forced" to move higher than the slider itself would allow by repeatedly clicking the right arrow once the slider is set to maximum. This can result in unusually high amounts of espionage and destabilization spending per turn if the player has sufficient wealth and the patience to click the settings high enough. If this is intentional it makes the slider system for setting espionage and destabilization somewhat kludgy and unintuitive. Otherwise, it's a constraints loophole that should be easy to fix.
4. When restoring a saved game, the summary screen always states "We've fallen behind technologically" regardless of how much or how little progress you have made in research. It's somewhat amusing to see when you know for fact that you have literally a 2 or 3 times advantage in technical advancement and spending as compared to any other race in a particularly successful game.
5. Ships can fly through sectors that are clearly shown as out of range if you click on a sector you can reach that would cause a direct path from where the ship is to pass through an out of reach sector. Example: place a ship on one edge of a sector you can reach, next to a sector that's out of range. Click on a sector the ship CAN reach, across the out of reach sector, that will cause the ship to cut directly through the sector it shouldn't be able to reach. The resulting path will move the ship right through the sector it can't reach had you tried to directly click a destination inside that sector. Note: I haven't tried stopping a ship as it's cutting across a sector it couldn't reach while enroute to a sector it can reach. In any case, pathing should chart a course around sectors which are out of range.
6. When the taxation slider is set to 0, your empire still reports a slim margin of tax revenues for some reason. If taxes are 0, tax revenues should also be 0, not 1 or 2 percent.
7. Multiple project purchases for cash on the same planet, during a single turn, often seem to result in the loss of all but the last project. The benefits of certain purchases are accrued properly, but unique items, such as trade goods just disappear unless they are the last item purchased outright for cash. Either multiple projects purchases for cash need to be strictly prevented (i.e. only 1 per turn) or they need to be accumulated and credited to the purchasing planet properly during the turn they are purchased.
8. Minor races tend to build and accrue a large number of colony ships even when they have already populated all the desirable planets in their sector. Since minor races don't ever expand beyond their sector, it seems to be an obvious shortcoming in their AI to have them build all those colony ships when they'll never use them as opposed to building more useful military ships.
-Wildcat
P.S.: Sorry if any of these items repeat previous posts. One heck of a long thread to parse through...
~SDC~