my map pack at https://forums.sinsofasolarempire.com/index.aspx?AID=178375
random teams replacement ideeas(until we get random teams in game:) https://forums.sinsofasolarempire.com/303788
the only chart i use is ship counters: https://forums.sinsofasolarempire.com/177602
Race strategy axiom:
TEC
major advantage:
their advantage peaks(contrary to general opinion i believe) on smallest of maps, although proficient in all map sizes that is not the point. This is due to their development mandate wich when fully upgraded gives every planet +4(got nerfed from +8) logistic slots wich is 1 buildings. Medium military start, fast economy start.
economy(probably the best):
has good industry wich allows them to be competitive on medium and large maps.
military:
normal hit points and shield points
bombers and LRM seem to be particulalry efficient, and their upgrades also unlock novalith cannon(probably the best experimental weapon of the 3 races)
my fav capital: dunov(heals large quantity of shields, and with 2+ of them enemy wastes a lot of time bringing them down
Advent
major advantage:
none that i could see, better culture rates makes them efficient on small and medium maps and they seem to lose on large maps due to their lack of economy traits, they seem to need medium maps no more no less to be maximally proficient. Slow military start, medium economy start.
now i regard advent more of a support race, like TEC destroys worlds and advent fills them with culture to be unable to be taken back, otherwise i dont' see what advent has on TEC
economy(versatile):
trade port has a special ability that toggles between resource extraction instead of credits income
military:
low hit points and high shield points wich means research shield tech first
has best capitals in my opinion, i'm speaking of:
progenitor mothership, shield regeneration, colony(cost reduction for planet upgrades) and stores level for capitals that died in battle to restore to new capitals
halcyon carrier, passive weapon fire rate buff, kicks the hell out of enemy fighters/bombers
second best experimental weapon in the game, the deliverance engine not only brings down planets but can hold your culture on them making it impossible for enemy to retake the lost planet, and also is AOE
best culture in the game opens a "culture/colony ships/siege ship" gambit wich works like this: take enemy planets before he can take yours(wich he can't because of your high culture, works best while having some deliverance engines and this aids raiding at least and can win the game too if enemy is unaware of this
another strategy is that they can hold off enemy with guardians losing little to no ships while using cannons, won't work if the enemy raids the cannons though
Vasari
major advantage:
their advantage peaks on largest of maps, although proficient in all map sizes that is not the point. This is due to their Returning Armada and Phase Stabilizer. Slow economy start(except resources) and fast military start.
also very versatile on my maps(+10% planet bonus chance) and their salvaging tech 
IMO this race is overpowered, if it gets to Returning Armada only another RA vasari can counter it or a lot of TEC cannons, probably 2TEC vs the vasari otherwise it's either a heavy job of raiding or it's impossible, relative to number of planets in game, the more planets the better is the vasari(more phase stabilizers that it can hold). Returning Armada needs a serious nerf, as in only one returning armada ability allowed per system not 3 as much as you can get.
economy(good resources):
all their advantages don't come cheap
good resources
good income(late game) + free ships(Returning Armada)
military:
good defence(Phase Stabilizer)
high hit points and low shield points wich means research hit points first
sturdy ships
worst experimental weapon(better after 1.03)
my fav capitals:
Vulkoras Desolator who seems to pack a punch with skills and special
Skirantra carrier, hp repair
Game dexterity check:
You don't need to see all those pinned things so disable:
autopin planets
autopin capital ships
use menu top left(or shorcuts wich are posted there) to find colony capital asteroids or other things you require
use ALT+F to select factory planets(counts for all factories at a planet)
then use TAB to cycle through them
note: setting rally point on your flagship is generally a good ideea at the beginning of game so you have reinforcements join you right away, but afterwards incoming reinforcements don't check if flagship still where they pointed out to go at first, so you end in a lot of ships jumping back and forth as you maneuver in the face of the enemy
note: building factories all in one system isn't quite a bright ideea when enemy has experimental weapons, when you lose planets your factories won't be able to build
micro with:
*ALT+click to select ships of same type
*ALT+shif+click to deselect a certain type of ship from a larger selection
*ctrl+click focus
*hold ctrl while zooming to zoom to center, x&c are usefull predefined zoom levels
*keep in mind that ships have certain multipliers that i haven't researched on but they do best damage against certain type of ships, wich is told in description most of the time or feels natural, also most of the time 
*fleets are good for keeping fleet togheter but they waste a lot of time "reforming" instead of fighting so be carefull with that
*it's good to concentrate forces while attacking but when concentration yelds too much damage against too small a target is best to split concentration of force
*ships take long to turn so sometimes is a good ideea to run towards past them than retreat away from them
*retreating and microing targeted ships brakes enemy concentration of force queues bad, use them
*capitals also seem to bump into ships, you can try slowing it down with this i believe(not tested)