So i'm getting an odd error since swapping out the core.jar, when starting a new game i CTD and see a complaint about "agent_steal_ship_config.csv not found".
You need to install the beta
linked here (and then the jar on top of it), not just the jar.
I think my faction growth is bugged. I have 13 colonies with a total combined size of 66 (2x7 1x6 6x5 4x4) yet I still only have +3 administrators (for 7 total)
How can I get more administrators? I've pumped millions into colony growth, conquer-mongered the heck out of Sindrian Diktat and pirates, yet I can NOT get more admins! This has got to be bugged, I ain't seen another admin slot in CYCLES.
Not a bug

New admin slots come at total size: 10, 25, 50, 80, 120, 200, 300
While i'm here, i may as well throw a suggestion, this is something that i'm sure has been requested before or at least i'm sure you have considered: The ability for the player faction to throw raids, just like how the AI does.
Here's what i was considering for it in case it serves for anything:
Spoiler
Raiding parties would be assembled via the "request fleet" menu, instead of targeting a planet, you target a system instead so the list of targets will only reflects inhabitated system names.
There would be three sliders for raid assembling:
-Fleet Size
-Duration of Raid
-Debuff Impact
Naturally, longer raids take more cash, this is assuming the raiding forces don't get defeated during their process. Debuff Impact would have three choices:
1.- -1 stability, -10% access
2.- -2 stability, -30% access
3.- -3 stability, -50% access
And each higher tier of debuff would increase the cost very significantly.
Once the fleet arrives to the system, it'll apply it's debuff to any hostile colonies and will essentially roam around hunting and killing until it's time is up or it's completely destroyed.
Hmm. The thing is, there isn't a clear benefit for the player to launch a raid against a system, unless I added a feature that the raiders can bring back commodities they loot (which still isn't a very exciting bonus unless you can swipe something high-value like a nanoforge).
Raids cause the player trouble by cutting their colonies' accessibility and stability, thus reducing income. But NPC factions don't use credits, and the increased player income from reducing a competitor's market share is... well, I don't even have an intuitive feel for how much -30% access to a particular system would benefit the player in any particular scenario. But also I don't expect it to exceed the cost of the raid fleet itself.
So I expect the main use case would be to get a large number of friendly ships to assist player invasions, both by fighting local defenses and reducing the target's ground defense strength through lower stability.
Been playing the beta version for a day now and this is the only thing I caught that was odd, though it's probably supposed to be there since it's a beta.
Also, a second Hegemony special forces fleet spawned but this one doesn't have a unique name like the first. It's just called "Hegemony Special Task Group"
Seems there's a bug where the "is Nex dev" debug check wasn't working properly (that intel should only display for normal players in devmode). Thanks, fixed.
(And yeah, the fleet name isn't generated till the player gets close to its current location)