In 2.0 the following buildings will be added (for everyone):
-Exocomp Center: Requires Exocomp tech, provides free Advanced Repair promotion for units build in city, required to build Exocomp unit
-Geological Power Plant: slightly cheaper than Fusion Reactor, no resource requirement,

small chance of meltdown (think Praxis).

I think minor factions should be in , but unplayable. They are more realstic then putting all ships to the babarians.
I've raised the tech cost for the TOS and Movies era techs. I've also attached a screenshot of the new models for the Sensor Station.
Any feedback on whether to reduce the cloak cost or not? I was thinking of lowering it to 25 (from 50). It could help the AI as the sensor stations will make it much easier to detect cloaked ships (so much so that if used well the cloak is nerfed). However, the AI is probably oblivious to the mechanic and a lower cloak cost could be abused by human players, as well as making an AI that hoards its units in its cities worse.
No idea. It won't take as long as 1.0. Mostly what I have left is finishing the new civs, the new leaders, unit models, and game text, as well as the scenarios.
2.0 will add the Gorn, First Federation, and the Tholians, as well as a couple mirror universe civs. The only new Delta Quadrant civ is the Vaadwaur. After 2.0 is released version 3.0 will add four more Alpha Quadrant civs.

After several trial games I've noticed however that getting that 1st ship design is giving several civs some trouble. In 3-4 trials at least 1 civ gets annihilated within the 1st 100 turns (in my previous game even 2 civs didn't make it through the 1st 50 turns). I think you should consider this an issue, especially with Pirate Scouts being able to attack.