Thank you for all the folks who provided me answers (quickly too).
For all the other people seeking info - http://www.soasewiki.com has a lot of good info, following are my questions and the answers I got.
1- Still looking for good current replays. Entrenchment replays from beta shouldbe out soon, and I'll hit google for some 1.12 replays. As for build order, it was recommended (thanks psyck0) to buy 100 crystal, upgrade homeworld population, build cap ship factory and cap ship, build a few scouts, some frigates and colonizer frigate if you didn't get the mothership cap, scuttle cap ship factory when you have your cap (you won't need it again for a while), send your ships off to get new planets.
2 - Build many trade posts! Each one provides one credit per second with a bonus for length of trade chain, and they are not affected by allegience. http://www.soasewiki.com/index.php/Trade_Port has more info, including when NOT to build tradeports (to control your longest trade chain bonus).
3 - Comm centers increase the rate culture spreads from that planet. Spread rate of one broadcast centre is 10.0/sec (this can be increased through research, maximum 12.0 for TEC and Vasari, 13.0 for Advent), split evenly among each phase lane connected to that planet. (Thanks inifinitevoid - info on this is scarce).
4 - Advent can't build refineries to extract extra metal/crystal, but we can research "Resource Focus" and toggle our trade posts to gather resources instead of cred. This is affected by allegience and the number of resource asteroids in system so is best for homeworlds and other close places. http://www.soasewiki.com/index.php/Orbital_Refinery
5 - Only Vasari can leapfrog planets, the Long range visualization tech just lets you travel between stars.
6 - The perseverence tech that subjugators have is their best ability, it repairs your ships and keeps them from being disabled.
7 - Disabling a carrier ship stops it from firing and building more strike craft, but does not disable it's launched strikecraft.
8 - The AI/autocast is not terribly smart about abilities - if you have important ones (like capital ships) you should probably manage them yourself.
9 - How can I get my gaurdians and progenitors to stay close to my ships that need protection?
10 - Gaurdian repulse (researched ability) does not repel strikecraft, so it's mostly a waste of antimatter as our ships aren't any longer range than anyone else's. Our carrier has a repel strikecraft ability that might be useful in 1.11+ strikecraft heavy fights.
That's all I've got for now. If someone would be so kind as to point me to where I could find answers on that (any links to good/current information is fine, I'll dig it out) I'd be glad to type the answers under my questions for the next newbie.