So playing Crusade and a few things seem to me to be a bit off - not so much bugs as design decisions that don't really fit to my mind.
1. The Slyne have a trait that gives them Zero Gravity Construction to start. I'm assuming this is to allow them to get Engineer citizens from the beginning, but it doesn't make logical sense - why would they be able to build medium ships before they can build small ships? Not to mention potential balance issues of building a ship two tiers higher than everyone else right at the start.
Perhaps the Slyne should get Orbital Construction to start, which still gives a boost to ship size tech but not so drastic and fits in logical progression; move the engineer back to this tech if that was the desired result.
2. As far as I know, social and ship construction are completely separate now... which means idling a shipyard is truly a waste. (Before it had the effect of putting all manufacturing in social.) This matters early game because missions are all gained through tech... not to mention usually requiring resources. Had a game recently where (due to map size and opponent quantity) I hadn't met anyone and couldn't trade for resources, hadn't discovered the tech needed for Treasure Hunt, and so my "interesting choice" was to let the shipyard idle and waste resources (something I seem to recall reading a dev say that was counter to design goals) or making a ton of scout/missile ships that drained my treasury and didn't do much for me.
Could we get a shipyard mission that doesn't have to be researched and requires no resource? Would naturally be less efficient that others (though I don't see why Treasure Hunt couldn't be this anyhow) but maybe something like "Launch Telecomm Satellite" that costs as much as TH but provides half the credits. This makes it still worthwhile to research new missions but doesn't penalize you in ways explicitly against design goals if you research something else more important.