I don't have screenshots here at work, but I can describe the changes a bit.
Transcendia:
Its unique upgrades are culture propagation, Meteor Storm, and Mass Disorient. Culture is straight forward. Meteor Storm upgrade grants you access to two abilities - one throws meteors at all ships around a given target (with the radius large enough to affect the majority of even a large fleet), and the other throws meteors at the planet body, if you built your starbase in the enemy's orbit. Mass Disorient shuts off all propulsion on a group of enemy ships, leaving them rotating around in space helpless. The rest of its upgrades are shared by all: more weapons, more hull/shield hp and regen rates, trade ports, things like that.
Defense upgrades:
Their beam turret research improves damage output by 10% for each nearby turret, up to a max of +50%. Their hangar research adds 750 shields and 4 shield regen/sec to nearby structures. It does not stack from multiple hangars, but it also gives their beam turrets shield mitigation. Hangars themselves and the other buildings don't get mitigation increases and hold at 15%. (Not sure if it's intended or an oversight, currently)
Starfish:
The Adjudicator is able to fire on up to 5 targets in range at once, it does low damage per shot but it's basically a continuous stream. A few of those can rather quickly level a cluster of structures and over-work the repair bays.
Mines:
Their carriers and hangars can build "homing mine squadrons". They are controlled like fighters at first. They build from the carrier, then you move the squad into position and deploy it into a minefield. This frees up the squad so the carrier can make another, and the mines themselves are homing - they do less damage than their TEC and Vasari counterparts, but they move to enemy ships in range and detonate, so they are much harder to avoid.