@Jamor Found a few more bugs/oddities.
1) The local Crime Syndicate established a branch office on my capitol world and it was removed via a "raid" event the very next month. A little quick on the draw don't you think?
2) The Galactic Market Hub Nomination Decision can be used on a planet twice. The second modifier is weaker than the other. I have no idea how this affects the galactic market host bid.
3) Not a major issue, but Megacorporations do not have proper diplomacy dialogue when ending a rivalry with them, causing the message to default to "Greetings!" I have not tested this with a Crime Syndicate or MegaChurch, but I have both as neighbors so we will see.
As a final note, robots, and especially machine empires, need some tweaking. The near impossibility to get the right pops working the right jobs has actually increased "micromanagement" for machine empires in particular, who are supposed to be the kings of efficiency. Robots also cost a ludicrous amount to produce now and are actually built slower than organic pops, which has never been the case until now. I know that the advantage of having robots is having 2 sources of pop growth but machine empires don't get that, meaning they really got the short end of the stick in this update.
@Krahhl pointed out the [Dev Team] Le Guin update (2.2.0) Released [checksum 0d1c] thread that, at the current going rate, a single robotic pop takes ~10 years to pay its own cost back, and that is assuming it is working minerals. Machine empires at least should get a buff to their growth rate or a few more early game techs to give them better growth rate. The cost of robot production should also be reduced, at least for machine empires if not across the board.