Hi,
1) The racial pick for increasing ship speed does not add 1 or 2 parsecs per month as advertised, but adds 10% or 20% to ship speed.
Suggested fix: Either change the descriptive text or change the internal behavior.
2) Linked bugs:
a) Racial roduction bonuses to military or social production affect both.

These production bonuses do not provide free production, as suggested by the 'manual' but act as normal production increases.
c) These production bonuses suffer from a rounding problem (probably caused by a programmer who did not understand how integers work in C/C++), in that only full increments of 100% work. That is, any bonus of 0-99 acts as 0, any bonus of 100-199 acts as 100%, etc.
Suggested fix: Change the integer arithmetic on all percent bonuses to floating point. This will probably fix other problems and is not likely to degrade performance. Check variable reuse on these bonuses (each should really be its own object). Decide whether bonus production remains free- -and if it's not, include a readme explaining the way things now work.
3) The AI for autopilot sometimes plots strange, suboptimal routes around immovable obstacles, even in explored space. For example, a ship at (0,0) ought to be able to travel to (2,3) in 3 moves, even if there is a single obstacle in the way, no matter where that obstacle is, except for (2,3). The autopilot will not necessarily deal with obstacle well, adding unnecessary time to the trip.
Suggested fix: The algorithm for this is straightforward and not CPU intensive; it should be implemented.
4) Ships with hit point bonuses do not get these bonuses, but must repair the 'damage'.
Suggested fix: A ship should get its actual hit points, not its base hit points (which ought to be private to the object creating the ship).
5) When loading a saved game, the 'story thus far' screen might announce that humanity is behind technologically, even when the stats under domestic policy puts humanity in first place.
Suggested fix: Make these consistent.
6) When loading a colony ship with colonists, the slider does not stop at all possible values once the star system has grown large. Thus, loading a colony ship with 100m colonists from a star system containing 20b people becomes extremely painful, literally, since the only way to do this is to click on the arrow key many times.
Suggested fix: Allow a field where a number can be typed in. This would be a worthwhile feature for every slider, but is a bug fix here. Alternatively, fix the slider so it slides.
7) Sliding the domestic policy economic sliders does not automatically change the spending numbers on the screen; clicking on the screen a few times is necessary.
Suggested fix: Either the variables themselves are not updated until the next click (very scary) or just the screen itself. After every human interaction with that screen, updates for everything touched and dependencies should be done.
====
I consider the above bugs, rather than feature requests. There are others, but I'm tired of typing!
Enjoy.
Anyway,
KenK