Heh.
You could find out by starting a game yourself and exploring you know.
The other less popular races advantages are (assuming 1.1 beta):
Korx - Trade 25%, Economics 15%, Courage 10%, 1 of 3 races to start with the Ion Drive. Starting planets class 10 and 8.
Thalan - Loyalty 40%, Miniaturization 10%. Starting planet class 15, no sub planet.
Iconian - No Racial bonuses. Tied with Yor for the most starting techs, and only race to start with Starship Defenses and Armor theory. Starting planets class 14 and 3.
Torian - Courage 20%, Morale 25%, Luck 10%. Starting planets class 10 and 6.
Altarians - Creativity 30%, Luck 30%. Starting planets class 12 and 3.
Arceans - Starting planets 10 and 5. I fully admit the Arceans got screwed and I can't find any "hidden" bonuses over another race (since many races start with bonuses and a better second planet). They are 1 of 3 races to start with Xeno Communications and a descent tech line though. Altarians are pretty much on par with the Terran tech wise, since stellar cartography is pretty much fluff (seeing planets on the mini map isn't an advantage, when all you have to do is aim for the already visible stars, unless I am missing something). It could mean the developers place heavy favor on starting with Xeno communications. Being able to trade THAT much earlier then everyone else at the start is a big deal. I know whever I start near the Arceans or Altarians, a lot of my tech trade options with other races are gone. Dunno.
Anyway, every race (besides the Arceans, in fact just exclude them from whatever I am saying, they ARE a mystery) starts with something useful. Starting planet quality obviously counts for a lot, as well as starting techs. If you can't see the value in starting with a class 14 and 15 planet then you either "reload" games until you start near one, or not realising that having extra tiles to work with is huge. Then you have the Korx, outside of their descent bonuses, starting with a second planet of 8 means that I would consider settling it earlier rather then later, unlike the rest of the races planets. It means on turn 1 or 2, you get a second starport to build ships with, which means slight faster colonisation and/or constructors. The planet with soil improvements makes a great manufacturing capital or research capital as well. Torians class 6, while I wouldn't make a capital out of, serves much the same purpose. The Arceans again are a it of a mystery, size 5 isn't quite high that I wouldn't make anything out of it other then a research silo which I would also colonize much later, both to save my economy and find something "better" somewhere else.
As I said, on paper, it's not all obvious. It's like civ 4 though, if you only play "one way" and refuse to think outside of the box, or if there is one dominating strategy (if you ever played civ 4, think of chop rushing, it made every civ that started with mining ten times better the other races, but this wasn't a problem with the other civs, it was a problem with the game balance, same thing applies to Gal Civ 2) you won't see the suble differences.