Well, reason in this chart (badly c\p as it hard to do formatting on a netbook, sorry):
Race |Computers|Constructn|Force Fields|Planetolgy|Propulsn|Weapons
________|_________|__________|____________|__________|________|_______
Alkari | ------------- | -------- | Poor | -------- |Excellnt| -----
Darlok | Good | -------- | ---------- | -------- | ------ | -----
Mrrshan | ------- | Poor | ---------- | -------- | -- ---- |Excllent
While Alkari have the probably most unimportant racial bonus by themselves they are exellent in 3-rd in importance field, and bad in one of most unimportant. Darlok doesnt have any bad fields at all, and have some fun ability, what is synergical with field they are good in. Mrasshans have some semi-decent combat bonus, what it absolutely destroyed by being poor in second in importance techfield. Its of no matter how good your ships in battle if you cant build them. Other difference between Alkary and worst 2 is in other chart, is diplomatic. But main difference is what Alkary have one exellent in field needed for economic development, and no bad in this fields, while Darloc have 0 to 0, and Mrasshans have not only exactly 0 good eco fields, but also one bad, making them the worst race at economical development, as theyr Exellent field doesnt have any real importance till midgame, there they are already trail back badly, so it doesnt change anything.
No need to post the chart.
And you are not really responding to the points i've made. I shall try again:
1. The Mrrshan disadvantge regarding technology weaknesses (Construction vs. Force Fields) is irrelevant if you plan to do early warfare. You may for example reaseach Ind. Tech 9, 80% waste, Class 2 Shields and Personal Deflector Shields as a reasonable setup for early warfare. Those four techs in total are actually cheaper for the Mrrshans. You may gain 80% waste a turn later, but that is an insignificant diadvantage.
What would you want to research in either field in addition to that? If you need Duralloy for your ships, your ships stink in the first place. For raising your ground combat ability both Duralloy and Battle Suits are horribly inefficient compared to PDS.
Ind. Tech 8 may be nice to have but is in no way necessary. And even if you actually do research it, the loss on the Mrrshan side comes out at something like 400 points. That's noticible but not all that damning either.
2. If you engage in early warfare all Propulsion research beyond Sub-Light Drives (or Fusion Drives if you don't have access to the former) is virtually irrelevant.
On the other side every point you gain in weapons technology lets you shove more bombs and more NPGs (or whatever you want to use) into your ships.
3. You have completely failed to adress the point that Mrrshans can just forgoe early Computer research. You know what? I'll just not research ECM 2 and Battle Comp 2. That saves me 2220 points. I'll take those, pay the 204 extra on 80% waste & Ind. Tech 9, pay the 1728 points difference on Sub-Light Drives. That leaves almost 300 points, for what imay lose on Hydrogen or Deuterium. That already covers your Alkari advantage. At that point you still have to pay extra for all the FF and Weapons research you do. What's the plan here? Making war with Gatling Laser without miniaturisation?
4. After that we get into our actual early wars. Now, we all know that if the AI loves one thing it's researching tons of redundant Computer techs. And if we know another thing it's that the AI does not make any sensible use of covert ops until the late midgame. So i will likely not suffer any punishment for deficient Computer research and once i have read "new tech found" one or two times in the ground combat screen i will have gotten a brickton of Computer technology, getting me even further ahead.
You on the other hand get to conquer the Propulsion techs that you skipped, which are of absolutely no use to you.
In summation: If you want to play a strict builders game, yes Alkari are better at that than Mrrshans. If you plan to do any early game / early mid game war, Mrrshans are vastly superior and do in fact outtech your Alkari, do better in the actual war after that and stand to benefit more of that war on top of it.
Of course there are exceptional circumstances where the Alkari are better. Say you need range 6 to make it to your second colony. Sure, then Alkari are better. But this is uncommon. Starting near, say, a Bulrathi or a Sakkra or a Klackon is comparatively common. And there you are with your glorious Alkari, all useful systems in range 4 or 5 reach of each other, everything close enough together that the economics of transporting people within our empire is a non-concern, but after having gotten some decent systems you are now boxed in. And you can't break out now all that easily, cause you happen to have neither Hand Laser nor PDS in your tech tree, cause your research specialties suck. So you have to tech up in order to break out. And all of a sudden those "unimporant fields" become rather important: Computers and Weapons.
A cat in that situation likely has Hand Lasers
and has a free +4 Battle Comp level
and does weapons research at 60% of your cost.
With all due respect for your affinity for Propulsion research,
the Alkari just plain suck.
And the race entries in the strategy wiki are subject to an overwhelming bias regarding what the AI does with the races. So essentially the strategy wiki has the Mrrshans as weaker than the Alkari because the Mrrshans get uber-terribad leaders all the freaking time, while AI Alkaris not that rarely get an Honorable Diplomat or whatever who manages to not get his empire into three simultaneous wars, like those Ruthless Militarists (and similar imbeciles) the Mrrshan AI usually gets.