Edit: Ooops, i didnt see SemazRalan's entry, and mine is a bit long in the tooth. However there are lots of modders who can help you. Mine is probably a lot sloppier than SemazRalan's method would be, he is right, the research and the positioning of that new research into the psi and tech research trees, plus using perhaps not the exact equivalent of the stabilizegate, but the race equivalent, which is not exactly the same, but is cannonical (true to how the game was first made). But decide for yourself out of the many options modders may suggest and see if someone can help you build it. 
take care,
-T
Yes,
You will need to make a new gameinfo folder (import it from the reference data in the forge tools, it is a clean copy and it is in text format, which is nice to work with in notepad to edit them)
take the original stellar gates, the physical gates with the (phase stabilize) ability i believe, and make two copies of the gate, as well as the abilities, so we now have one stabilizegate and one ability for each race, call one of the copies psistabilizegate and the other techstabilizegate. Check the phasestabilize ability to see if it has research requirements on it. If not, we are great, if it does, then we will have to edit the copies of the ability that we made just a little bit. Take one of the copies and rename it abilitypsistabilize and rename the other copy abilitytechstabilize. If there is research on it, remove the research lines and list the prerequisites as 0 instead of usually the 1 that is there. Make sure there are no spaces between lines. Save and close.
Now we take our changed abilitypsistabilize.entity and our abilitytechstabilize.entity and we drop them into our stellar gates that we made for the psi and the tech. We do that by opening the psistabilizegate and the techstabilizegate and in the ability area adding our abiltiy that we made, it will look something like this:
ability0: "abilitypsistabilize"
ability1: ""
ability2: ""
ability3: ""
Somtimes there are other entries as well, like abilitynanohullrepair, or whatever. When that is the case and we have room, simply add your new entry for the abilitypsistabilize. If there is no room, then we have to make a decision on what to keep and which place we add our new ability.
Now we look inside the psistabilizegate at the name and description lines. We open the string folder (copy a clean one over from the reference data folder, so now our mod has a gameinfo and a string folder) open the string folder and do a find, find the name of the stabilizegate name and description. Copy both lines, the name stringid and value and at the end of that line, press enter to give us a blank line. Copy our name stringid and description, so now we have two entries for the same thing. Rename the second one ids_psi_whatever_name2 and ids_psi_whatever_description2. Press enter and make a new line, so we now have a third entry and rename it ids_tech_whatever_name3 and ids_tech_whatever_description3. Now go to the top of the file and change the number (number of lines) to +4, because we added two entries with two lines each. Now save and close.
Now go to the gameinfo folder, open the playerpsi.entity and if the stabilizer is a planetmodule, then add the psistabilizegate name to that area, and update the line count again, from whatever, lets say 8 to 9, to reflect the addition of the new line. Save and exit.
Open the playertech.entity file and add the techstabilizegate name to that area, change the line numbers to reflect the addition and be sure no blank lines between each category. Save and exit.
I think that does it.
Each player file will call those modules and they will be available in the tactical area of the planet building screen, each gate will be buildable for that race, and have the stabilize ability that we made from the original for each race. Make sure if the ability needs antimatter to function that when we copy the stabilizegate for each race we check to make sure it has enough antimatter to run. It should since it was a copy of the original. But that is it i believe.
If you have some experience modding, then it is not very difficult. If you are new to modding, then it may sound like a lot, and one of the modders in the forum can put it together for you, and test it and post it for you. 
I am rather new, only been doing this for about 2 months now, but it is easy to learn, alot like html, haha, well, sorta. There is alot that can be done with copy and pasting and changing and tweaking values. 
Hope this helps, let me know if you need any help getting it setup.
Take care,
-Teal
(just trying to give back a little of what i have been helped with. ) 