So, I'll admit that I had been theorycrafting and had not tried my bots in 2.2, so I fired up a game. Relevant traits are luxurious (+10% pop cost), durable (-10% upkeep), bulky (+10% housing) and rapid replicator civic (+20% growth). Here are my obeservations:
Off the start, big issue that is gonna hose new ME players: you have 4 excess maintenance bots. Part of this is that you have the maintenance drone building for +3 jobs, part is that your capital building has +2 jobs plus coordinators. The extra stability is nice, but these guys are much better off making energy and minerals. Build those extra districts and restrict down 2 maint jobs or delete the maintenance building for now. You won't need it for a while.
Initial energy production is not bad (+9), so I split the districts 50/50 to accelerate mining station construction.
Another great starting bonus: you start with 300 energy instead of 100 like other empires. This means you can start building a science ship off the start and staff it as soon as it completes. Other empires need to build up 100 extra EC first, which results in a MUCH slower 2nd explorer.
I opened with the exploration traditions with the aim to fast expand and get additional population production going. The sci vessels had found a few good, close candidates and two construction ships were getting claims in place. 2nd alloy factory was built to avoid an alloy bottleneck. A pair of colonies were built around 2207-2208.
Upon completion, I got a nasty surprise: despite having the tradition for a 2nd colonist, each colony only started with 1 bot. Darn, will just have to deal with this bug.
Then another annoyance that will really hurt people who don't know what is going on: the ME starter building gives a bunch of extra jobs that are initially useless. Whereas a normal empire starts with 2 colonist slots out of the starting building, meaning you only lose 2 pops as rulers, MEs get 4 jobs out of their building: 1 replicator, 1 coordinator, 1 hunter-seeker (enforcer), and 1 maintenance bot. Only being at 1 replicator is super rough, since it means you only have 1 pop growth baseline instead of 3 like all other empires. It is extra sucky because your 1/3rd pop growth will naturally want to fill out 3 non-productive jobs before actually producing anything.
Next step - ship over 4 bots, build a production district and bot factory, and disable the maint bot and hunter-seeker on each colony. Now each colony is producing new bots at a 2/3rd rate and energy positive. They'll keep building up as energy and mineral plants from here.
The double colony play was rough to start due to losing so many energy and mineral workers on the homeworld, so I had to disable mineral production. I didn't realize that I could instead disable alloy and freely demote the drones, because that would have been better.
By 2021 I'm establishing my 3rd colony. I've got the excess energy to spend 1000 on the growth edict, so my two initial colonies are growing at greater than 3/month. Expansion tree is done so I'm still under admin cap.
Final summary:
1) Initial empire capital setup is not good, with 4 pops and a building (and their upkeeps!) wasted to make 20 excess amenities. This is easily fixed by disabling jobs and adding production districts.
2) Starting with 200 extra energy felt big. Your second science vessel enters service quite a bit in front of other empires, just 2 months into the game.
3) Bot colony starter building has a lot of jobs on it that are not needed off the start. They are not useless jobs, they just are not jobs you want your first colonists to be doing.
4) Being able to freely swap between complex and menial bots is HUGE. Normal empires need to commit to additional specialist pops, but as an ME you can optimize your pop output as needed.
5) Job management feels optional with normal empires but makes a major difference with MEs. These are definitely not as newbie friendly as they were pre-2.2