Some savegames created by Entrenchment cannot be loaded correctly. This causes a dump file to be created and a message to pop-up behind the Sins loading screen leaving you with the loading screen doing nothing.
Entrenchment does have some memory issues and loading/quitting issues. IC should be aware of this.
The capital ship production button has moved on the GUI so the buttons are now Capital ships, Frigates, Cruisers instead of Frigates, Cruisers, Capital Ships.
This isn't a bug, it was needed to accomodate the TEC starbase. IC probably had some UI limitations on how they could do it, so they needed to swap since the starbase uses the 2 middile ui buttons for ship building, which is traditionally cruiser and capital, but it needs to build frigate and cruiser.
The autocast orders for capital ships don't work correctly:
- I've seen cases where the colonising capital ship (Akkan Battlecruiser, Progenitor Mothership or Jarrasul Evacuator) sits next to a neutral planet with colonize auto-cast enabled and 300+ units of antimatter but not actually colonize the planet until I manually order it to do so.
- When ordering a capital ship to move to a hostile planet (in this case a Jarrasul Evacuator) and monitoring it during phase jump I can see that it's already added a order to drain the planet. Surely it should work out orders pnce it arrives and so decide whether to attack defending forces before trying to drain the planet?
Colony ships show in their orders "using colonize" if you give them a move order from their factory to a neutral planet even if they've got other planets to cross. Surely the "colonize" order should only show once they've arrived and they can actually colonise it.
This is all the same bug, and if I remember correctly they posted it as fixed for the next build.
Hanger defenses show "2 unspent command points" when it actually refers to unused squadrons.
It's actually always been like this. Command points are the "resources" for strike craft, sort of like fleet points and capital crews. It shows the same message on ships as well. So, not really a bug 
Vasari star base can move but neither TEC or Advent can, surely this makes it much easier for Vasari players to defend their systems?
Vasari don't have an equivalent of the Ogarev Missile cruiser / Solanus Adjudicator so have to resort to using the Kanrak Assailant to kill starbases.
Connect the dots
The Vasari base was given more offensive power - I believe one of its weapons really hurts buildings, making it much easier to use it offensively than TEC/Advent ones.
Advent Transcencia starbases don't have a "killer app" compared to TEC (able to produce frigates / cruisers) or Vasari (able to move).
Well it does, it just doesn't work. It can throw meteors at groups of ships. But it's bugged 
I didn't include any responses to your comments about mines because those are getting some much needing loving/reworking for the next build, so we'll see how they come out.
TEC mine fields are "phased out" making them invincible. TEC don't have this technology anywhere on their tech tree so how can they use this. Surely this is a feature for the Vasari as their Antorak Marauder can perform the same thing.
All minefields are phased out. Rather necessary since not having them phased negates the need for minesweeping 