FYI the effects of the hull mod can be summarized:
private static final float DISSIPATION_MULT = 0.7f;
private static final float CAPACITY_MULT = 1.35f;
private static final float HANDLING_MULT = 1.6f;
private static final float SPEED_MOD = 1.35f;
private static final float FUEL_MOD = 2f;
private static final int BURN_LEVEL_BONUS = 1;
BLOCKED_HULLMODS.add("augmentedengines");
BLOCKED_HULLMODS.add("auxiliarythrusters");
BLOCKED_HULLMODS.add("unstable_injector");
On top of that, these ships have about -12.5% OP from the normal, except for the Buffalo (unchanged) and the Vigilance (inexplicably actually higher OP than the base).
There are numerous problems here. First, the hullmod's effects are really overblown and overpowered -- it's like getting Auxiliary Thrusters and Augmented Engines built-in by default, and on top of that getting a huge change in flux characteristics. Plus double fuel consumption for some reason. All you have to pay is an amount roughly equivalent to Auxiliary Thrusters to get the benefit of both that and Augmented Engines... a crazy bargain, to be sure. The XIV bonuses don't give you anywhere near as much value. Plus, the hullmod blocker doesn't protect against various mod-added engine hull mods, which lets you abuse this for, say, a mega-speed SO eagle that can reach alarmingly close to the 600-speed cap. The downsides don't really overcome the huge positives. Increased fuel consumption is usually irrelevant unless the price is inflated for some reason - and the Sindrian Diktat is the #1 producer of fuel in the first place. The reduced dissipation speed IS a major downside, but it's overcome by the built-in speed boosts and huge boost to capacity; you can charge, tank, and retreat in order to effectively kite enemies to death.
There are technical issues as well, like the fact that the entire Lion's Guard faction file is redefined, which can cause weird problems and actually break other mods that affect that faction (such as Ship and Weapon Pack). This mod is otherwise compatible with Ship and Weapon Pack. I wish people would stop saying Starsector+ is incompatible with content mods; it will work with this mod just fine. You're correct that it won't work with DynaSector.
For some reason, none of these ships are skins; they're new hull files. There is absolutely NO reason to add new hulls for any of these ships, aside from the legacy weapon placements on some of them. Which brings me to the aesthetic issue:
Some of these (most egregiously, the Conquest skin) use the old crappier sprites rather than the updates/repaints. The new Conquest is vastly superior to the old; even if the technical aspects were up to par, I would demand a redo of the Conquest before adding any of this to the aggregate mods (S&WP, DynaSector). The apparent brightness levels aren't balanced properly between them either, but that's more of a nitpick.