I think the
videos channel on the official discord will give you plenty to look at.
Your ideal Colonization Range Limit will depend on the size of the galaxy (bigger: increase range), the number of stars (more stars compared to size of galaxy: decrease range), and how many empires there are (more empires: decrease range). It also affects how quickly the faster expanding empires can snatch up the more valuable targets- if you want a more even spread, notch down the limit to 100 or 200. The default IIRC is 400, a rather large range- half the width of a small galaxy. I personally prefer smaller range limits now, but initially larger.
Looking at the Racial Victory Conditions are a pretty good way to figure out the intended play-style of each race.
Ackdarian
-Perform the most research
-Own the largest capital ship
-Control the largest ocean colony
-Have the most research treaties
Boskaran
-Control the most homeworlds
-Destroy the most enemy troops
-Exterminate or enslave the most
-Destroy the most enemy ships and bases
Hakoonish
-Control some rare resource sources
-Earn the most trade income
Human
-Control all continental colonies
-Have the most defense treaties
-Destroy more enemy ships and bases than lost
-Earn the most tourist income
-Earn the most trade income
Mortalen
-Have the most experienced general
-Have the most experienced admiral
-Conquer the most enemy colonies
-Win 70% of wars
-Subjugate the most empires
Teekan
-Start the fewest wars
-Earn the most trade income
-Gain the most research and tech from salvage
-Have the most NAPs
-Destroy the most vordikars
Zenox
-Control the most ruins
-Lose the fewest ships and bases
-Lose the fewest troops
-Build a planetary missile defense facility
-Explore all the systems
There's a bit more to it than that, like how the Boskara and Zenox have to deal with their more challenging planet preference, but personally I find that their ship style, relevant racial techs, and ideal weapons are the only other factors to really consider.
Ackdarian
Fast, multiple large frontal weapons with fighter bay slots on smaller ships, ideal for aggressive beams and blasters. Has racial engines, which is great for fighters. Their sensor is barely worth noting. They've suffered from a nerf to ship maintenance (I think they needed the bonus as strong as it was pre-nerf, which wasn't that strong on its own in the first place), and while fighters are
very strong, they have severe limitations, which makes Ackdarians a more difficult race to play IMO.
Boskaran
Extra weapons, generally forward-facing small arc weapons, ideal for torpedoes. Has racial torpedoes and blasters. These are very cost-effective options, allowing Boskarans to field a lot of ships with plenty of punch. They'll have to, because they're also relatively fragile overall.
Hakoonish
Multiple large weapon slots primarily on the front and broadsides, ideal for beams. Has racial graviton beams and a stealth-granting countermeasures system, allowing entire fleets to easily include stealth. Hakoonish beams are a powerful option that is a good counter to aggressive enemies.
Human
Has the most diverse designs, but doesn't have many large slots among their smaller ships. Has supplemental racial small missiles and rail guns. Rail guns are very powerful options that lose effectiveness against higher tier defenses, but the human rail guns remain viable until the late game (very strong if rushed).
Mortalen
Fast with extra weaponry that mostly is on the fore, ideal for blasters. Mediocre racial techs. Easily the most aggressive race without much flexibility.
Teekan
Unique emphasis on rear-facing weapons, early access to fighters, ideal for area and torpedoes. Ho-hum racial ion bomb, but decent mid-late game racial fighters. Their real strength is how well they colonize and populate.
Zenox
Wide arc large weapon slots and extra defense, ideal for beams. They have powerful racial conventional beams and shields. As part of fleets, their ships are incredibly strong in using their racial options.