Alright, I'll bite.
Some people kept asking to be able to move Colony Capitals, so I made a mod to let you do exactly that (or at least able to destroy and rebuild it somewhere else)
I've also got an idea for adjusting research rates. Several people have complained that late-game, having -50% research for a colony is nothing when you have +1000% from buildings. I know Beta 6 will have adjustments for the size of the empires, so I'm waiting to see how that affects it.
What the mod would do is have ship modules that would adjust the total research rate, not the colony ones. So if you want to research half as fast, you'd put 5 negative modules on a ship, and keep that somewhere safe. If you then want to reduce it even further, you could make a ship with more modules. (obviously, don't go below -100%, unless you want to disable research*)
The nice thing about it, is that it (unless beta 6 breaks it) affects every race. If you're the one with the ship, it shows how many turns it would take reduced. If you're not the one with the ship, it still shows the original turns, but it does actually work. (tested by selling the ship to an AI)
*Actually, when I had 0 research, it was completing things instantly. However, having -ve research makes the research bar go backwards
As for your races. Not bad. A lot more effort than hs gone into any of my mods. One thing I did notice was that the Amalgemotians' logo was a bit hard to see when zoomed out. I'd suggest making the lines thicker, or at least making it use less empty space.