The Medusa's largely fixed over here.
1. It has better acceleration values than anything else in DE other than the Shrike. This means it can actually jink. This made a surprising amount of difference. Man, I still want a way to adjust lateral acceleration, not just lateral / rearward.
2. AI tweaks to reserve the System's last charge for escaping.
3. It has enough Dissipation / Capacity to do what it's meant to do (enter range, do alpha and leave) without running out of Flux.
This also means it's also better in the "bigger, badder Wolf" kiting role, too.
4. I'm considering re-writing the System so that it's truly useful again.
Basically, it should follow movement naturally so that it's not weird to figure out where it's going to mini-teleport, and it really should raise shields immediately; having the player do it isn't fun after a million years. IDK what Alex changed, or whether the System's dependent on the velocity of the ship or whatever (it and Burn Drive and Phase Teleportation are, strangely, still locked up in the engine, rather than out in the API, even though it's now obvious how they work, now that Alex has exposed all their stuff in the API), but that System's just plain harder to use effectively now and it's one of the little things that took Medusa over the cusp into mediocrity.
Problem there is largely the other ships affected. Probably would make the Wolf slightly OP during early-game and ... huh, that's it. Might be OK to do that.
5. Light Needlers are no longer hugely OP, lol. So the meta's different; Railguns still work, but aren't quite the same- range band, TTK, etc. Honestly, the Medusa's the totally-obvious demonstration of what happens when the weapons aren't broken, balance-wise; some ships will need a rethink.