Some of the pacts may have logical secondary abilities that would increase their utility. The only one that comes to immediate mind is the Vasari phase jump pact: I'm sure many people would enjoy it if it allowed the pact-partner to use the Vasari member's phase lanes... but this may be difficult to code and would probably also justify swapping the phase pact's required % up to a higher value...
There may be other side effects that make sense, but looking over the other pacts, but looking at them and talking out what they are supposed to represent, most of them really are already well represented by the effect they offer, even if the balance may be a bit off. You could do something funky, like for the culture pact, have the other race's culture bonus apply to your ships as well in both culture zones... but again with the increased coding difficulty and probably the need to consider it a higher-end pact.