I love the mod as always mendonca, but a couple of preliminary thoughts and observations regarding this update.
You forgot to add the maps for the new skins to the texture_data.csv, and those ships are really powerful with no real downsides. In my opinion you should give them the High Maintenance hullmod, increase their FP cost, and perhaps add a custom hullmod that increases supplies/day. The increased credit cost of them just is not enough to justify the rather large increase of power that those ships wield.
On the statement: 'Those ships are really powerful ..." is that true? As in, have you actually played with one? Is this specific or is this based on viewing the skin files and making some assumptions? REALLY powerful, or just, a bit powerful?
I'm not trying to be irritating or inflammatory, I just don't necessarily think they (all) are, and it is also a genuine question.
They also do have an increased FP cost (marginal in most cases, this could be looked at).
In simple terms the rationale was indeed to add 'high-end' ships, with no downsides.
The intent was to give a range of ships going from 'PACK Baseline' (which is pretty trash) to a little bit better - through core epoch and up to expansion levels of performance (the Canebianco ships probably do this - are they too good? I don't truly know, I tend to avoid playing with the Tempest et. al).
Fixed hullmods means that in some cases - the customisation has already been done - is this a valid balancing point? A hardened shield Canebianco ship can't be hardened again.
On reflection, I'm thinking a high maintenance type of hullmod would not harm these ships (especially the Canebianco ships), but (whether this is good or bad) I do think it might tip them back below the line where you would want them in your fleet as opposed to a vanilla expansion vessel, for instance.
Would love some specific ship-by-ship feedback, if any has some to give me