There's probably a bunch you've forgotten about.
If you're willing to move away from the core rules a bit, you could use "tohr-kreen" and zik-trin.
In the Dark Sun campaign setting, the tohr-kreen were basically civilized kreen. They came with a bunch of subraces, but you could ignore that, other than most of the subraces didn't have an Int penalty.
In addition to their hidden civilization, they also had zik-chil and zik-trin. The zik-trin were "priests of change", creatures similar to thri-kreen (but with some substantially different abilities). Their roles included leading the inquisition (keeping the tohr-kreen subserviant), "priests of change" (zik-chil who spent their time modifying kreen, often against their will) and battle-hardened (grafted zik-chil fighters). Most zik-chil are lawful evil.
Zik-trin are modified kreen. Their minds have been wiped and basically reprogrammed by the zik-chil. They're extremely loyal to the zik-chil, and also have lots of grafts, some of which are internal and boost stats and natural armor. Zik-trin come in various "flavors" - scouts, warriors, psychics and clerics. They're indistinguishable from other kreen by sight, and indeed thri-kreen (who have forgotten about the zik-chil and zik-trin) generally can't tell the difference. The scouts have been tasked with collecting information about neighbouring civilizations, posing as regular (if intelligent) thri-kreen. The warriors will act as the "point of the spear" when the invasion inevitably occurs - they're got bigger claws, better armor, and at least 9 Hit Dice, and possess enhanced venom, so they're vicious when it comes to decimating regular human troops.
The tohr-kreen empire (called "G'lathuk) kept insectoid slaves as well. You could use dromites as their slaves, and maybe also "rastipedes", which are mercantile bugs (I think they might be called "vrusk" in another setting).