So I finally got my hands on the DLC, which means it's time for some race feedback, yay!
To start, I seems to get some names not showing properly in 2.0.3 that I downloaded from your dropbox. 2.0.1 works just fine on that point, haven't tested 2.0.2. Some example is the -10% security that shows up as "COUNTERSPIONAGE_LOWISH_NAME" as well as the new starting technology and a few other stuffs that you've added. Also a lot off other things seems messsed up in the Custom Race Screen, so I'll just give feedback based on 2.0.1 going forward.
So down to the races:
* Psilons. I see that they finaly got their low-g. And that you gave them a BC bonus in return. Not sure how well that fits their lore though, but I suppose it's a "general bonus" kind of approach. And I never got why they had the negative security trait to start with? Besides, with the new buildings to the various resources maybe artifacts might finally be worth 2 points. Remove one from the security and you're just 1 more point to go, which can be the extra tech or some other?
Another idea I had was to perhaps remodel the Technologist trait to rather than give Physics together with the Artifacts, perhaps straightout just give some of the buildings from the start? So Technologist would give you the Artifacts coupled with perhaps Research Lab, Automated Factories and the new Artifacts Research Factory. Say it'd cost 4 points and now we got the Psilons perfectly setup at 10 points.
* Trillians. I like what you did there. Since they are not getting the extra food from oceans per default makes it a bit harsher there. So the extra food from population I find being a very good compromize!
* Gnolam. I like gnomals, but one small tiny thing. The morale doesn't really fit in with Fantastic Traders if you ask me. However after some thinking I kinda can go with giving them morale. Since they make a lot of money and all that shizzle, they are more tolerant to paying taxes. So you could call it "Tax Tolerant" or something for the Gnolams and give them moral as a sub-trait.
Speaking of morale. I think it might be overpriced. True that it gives a +33% income bonus at the start of the game, but it scales terribly, horridly aweful with the tech tree. Lets compare it to +25% tax.
Start: +33% Income with morale, +25% income with tax.
Build Colonial Revenue Service: +25% income with morale (5/4), +25% income with tax.
Build Space Port: +20% income with morale. (6/5)
Get Virtual Reality Network: +16.7% income with morale. (7/6)
And lets not talk about Planetary Stock Exchange. +12.5% income with morale (9/8).
Looking at it this way, morale might be worth even less than the tax bonus. So at least putting them both at same cost would be the closer to fair. Morale would give you more early (until you get Colonial Revenue Service), but less later.
Btw, on "Lucky", how come the description is different with your mod compare to without? Completely different actually. The unmodded description would suggest that Antaran is less likely to attack as well as unlucky events are less likely to happen. Which does kinda suggest they are just not unlucky so kinda dull.
In conclusion. My suggestion for the race would actually be to reduce the treaty bonus to +25% as in MoO2 and increase morale to 10% under a "tax tolerant" approach. This would give them a total income bonus of 100% which is equal to MoO2 actually.
* Elerian. I like how you made them and have no real quarrel with how they are designed at first look, would have to see how they fair in game before I can tell more. Perhaps points won't add up if Morale is made cheaper. Bundling up the -research, -morale and ship cost into a "feudal" bundle trait would add to immersion though.
* Morale again. And ofcourse, if morale cost is reduced a few races needs to be reviewed. Humans could perhaps get their trade goods bonus removed in favor of changing morale to 10%. They never had that bonus in MoO2 anyways.