Gave the Minbari a good vetting yesterday in MP, posted the issues.
The Minbari have by far the best tech tree layout. There are too many early ship and resources buffs, some need to migrate to more mid-game. From an in-game perspective there is little difference in the way the Minbari capital ships play, that may change once the abilities are in and working. I'll dig into the entity files to compare and contrast what is not apparent in game, adjusted string descriptions and or visuals may help that.
Minbari main weapon beam range is awe inspiring. It is not uncommon for a Minbari captital ship to pop (one-shot-kill) one or two frigate/cruisers of the other younger races before that race can even close to their maximum weapon range. Once the Minbari have 5-6 Sharlin class or batter capital ships in one fleet they sweep the other younger races before them. It is a blast, but not while on the receiving end. It is cannon but from a game perspective will need close review for balance. An upgraded starbase will give the Minbari pause and will work to delay conquest till the larger mid-to late game fleets.
The Minbari are fun to play. Fleet size is small but lethal. Once a gate network is built using two fleets alternating between offense and repair/refit worked very well. The fleet in refit was the strategic reserve if needed.
The Narn for the most part lack rear facing weapons, when confronted with a superior Minbari fleet is better off staying to fight. When the AI turns to run the Minbari pop the ships with impunity. Since the Minbari overall are faster the Narn simply die. While not as well tested, EA and Centauri also favor forward facing weapons but not to the degree the Narn do. An ability to give the Minbari pause should work to mitigate this tactical/strategic disadvantage.
One odd note, composite beam weapon damage is implemented at the end of the beam firing cycle, not as apparent for the other races but since the Minbari almost exclusively use beams it is a weird combat element.