Here are some for v96.
Part of me wants to stop reporting so you won't have any distractions from the next feature additions, but I keep playing and noticing weird things.
System map sidebar "Minerals" tab -> "Show Mineral Concentrations" displays mineral concentrations on unsurveyed bodies.
Sidebar width issue not fixed, my monitor is "only" 1920x1080 and expanding the system map all the way across turns the sidebar into a pretty big obscuration (completely covers scale bar). Sidebar width could probably just be constrained to the default value as nothing is gained by letting it be wider.
LPs can display the wrong LP# in the "select destination" window which comes up when you click intra-system jump from another LP. For instance, if you have a 2-LP system, and you select LP1->Intra-system jump, in the resulting "select destination" window LP2 will be erroneously labeled as LP1.
Choosing to replace an commander by selecting "ok" on the "Do you wish to replace him/her" dialog resets the Commanders screen as though you closed and reopened it. As in, if you replace a ground forces commander, as soon as you click "ok" the Commanders screen will reset to Naval Officers, lowest rank selected, no officer selected. The commander does get replaced, but it's very annoying for mass-replacing.
Naval commanders don't get skill upgrades by performing their duty as they did in Aurora. For example, officers assigned to vessels conducting surveying or constructing jump gates would rapidly gain survey and factory production skill, respectively. Right now the only way to train an officer in a skill like survey or logistics is to assign them to the appropriate TF staff position. I've created a dozen otherwise useless TFs for this reason.
Cancelling research projects can still result in the project being duplicated in the research list. I haven't noticed any factors as to why sometimes they get duplicated and sometimes they don't.
"Projected Usage" in the industry tab can display negative values. My neutronium projected usage is at -39 right now. If this is somehow intended, I apologize.
Vessels in overhaul can still suffer maintenance failures.
The "fuel situation" window displays mx spares as the vessel's maximum value, not the actual remaining.
Homeworld geological survey always fails on the first construction interval. In Aurora the homeworld geological survey would proceed as any other with normal failure or success rates.
Deployment time <3 months is not a criteria for military vessel classification as in Aurora.
In the title bar of the Population and Production screen, the change in wealth since previous increment displays nothing "()" if the change was negative. This was also reported in the post above mine.
The default order "build closest jump gate", when finding that the closest jump gate is outside the system, halts and reports that all movement orders have been rescinded. . . but they don't get taken out of the orders list so the constructor starts acting on them on the next increment anyway. I've tried this several more times but can't recreate it.
In the naval organization tab if you add vessels to a branch under a different TF, then "Create Task Groups / Land Parasite" -> "Ship Only (Branch only etc)" on that ship or branch, the newly created TG should be part of the appropriate TF (evidenced in the top-left dropdown). All my TGs are still assigned to the starter TF, no matter how I create them or try to move them.
Three new ones post-edit:
Maximum speed in a nebula is as though the vessel has only one level of armor, regardless of how many levels it has. I refit a bunch of survey vessels with extra armor in order to fight through a high-level nebula but they still move at the same speed.
Clicking the "all projects" radio button in the research screen locks out adding/queueing research projects until Quasar is closed and restarted.
Minimum Jump Engine Size techs after the first one (size 15, the one you have to research to build jump drives) don't do anything. They're supposed to reduce the minimum engine size that allows squadron jumps.