I have just complected my 2nd full game with the new precursor add-ons and here is some feedback.
My 1st game was on a small map just to get a feel for things, then bumped it up to a large map with 20+ AI.
First off precursor planets. Very nifty idea, however the 50% loss in population kills almost all planetary bonuses that the planet could/would give anyway. Why not have several alternative negative impacts like the other planets. -50% influence, 25% population + -50% growth rate, -50% research, -50% resistance, etc.Unless it is an empire wide bonus, I may "skip" over these non-empire wide bonus planets because their worth just is not there especially when you take into account the building maintenance. The empire wide bonuses are insane as well, and should probably be pulled back a bit.
Now onto the anomalies. These are way, way too overpowered, and way to easy to get. On top of that the AI ignores them, and once the Sensor ship you get to start with takes some basic ship anomalies until you get another small ship preferably a defender, toss in a player made tiny ship with a single offense a single life support, and as many deflectors as you can fit, make it a support ship and viola all the anomaly defenders attack that little guy who takes a pounding and usually is destroyed and you get the anomaly a massive amount of money (to quick build another 1) and some extremely strong bonuses +10 resource, Massive economy bonuses, massive production bonuses, and I can repeat this every 3-8 turns.
The big defender with 15 offense and 0 defense is not even a threat because of it's speed, all the little guys are long destroyed long before it even enters range. Bump it's speed so it can keep up the the little guys better and give it some defense, 8-12 will do. The little guys also need defense, 2-5 each should be fine.
As for the bonuses, the resources need to be cut in half at least, 3 I think would be better. The empire wide bonus really should be limited to a set # of turns, yes you get a huge bonus however it goes away in say 25-50 turns, or better yet reduces in effectiveness for a set amount of turns until it reaches 0.
Also scale the defenders according the size of the fleet attacking it. So if your attacking with 25 logistics worth of stuff, defend with 25-35 logistics of stuff, please make these harder to get.
Lastly please let the AI go after these and other ship anomalies as well!