Okay, i played a bit the campaign with them, unfortunately, the balance will need quite a rework, also lot of little problematic details.
The stats used for your ships/weapons are very wonky. Lot of weapons are nearly flux free and are still extremely similar to their vanilla counterpart. The LAG and the crevice gun for example are nearly the same, the Crevice just have less shots/minutes and a longer range and produce half as much flux. For now it's just a stronger variant for the same cost.
It's the opposite for some other guns, the Pumicite AC for example have an anemic 49 DPS, why people would even want to mount this? Sure it's only 42 flux/sec but it cost 6 ops for nearly no damage. Also the weapons lack description for their roles (PD, assault, etc...) which should be fixed.
On the other hands, the ships, or at least the frigates, have very high flux stats even though their weapons doesn't produce much.
I haven't played everything yet but here's the biggest issues i saw.
The Scorch corvette don't have enough OPs, the standard variant use 19 OPs and it only have 10 available.
Problems on the variant weapons groups, no autofire for the PDs. Sometimes some (presumed) assault weapons are mixed with the (presumed) PDs.
The Tinder frigate tends to avoid fights like a civilian ships unless you give it an order. Also the sprite is very meh... It could really get a rework or at least be removed until then.
Small missiles weapons are called... Small missiles.
The "blue fire" effect seems out of place, a red fire effect like in the gif above would looks much better.
The Balefire cannon animation will apply even if the gun don't actually fire, can happen if you just tap the fire button without charging it completely.
For some reasons the FF ships can totally ignore EMP damage, might be a bug in the hull mods.
The Jump point alpha lead to the edge of the system, not of the main planet with the station, not sure if intended.
The Charcoal have stats very similar to a frigate even though it's a destroyer. The Standard variant is also very underwhelming.
Drones don't have the free-roam option, which is sad. Also they have very strange positioning, they are standing over the ship, when they get destroyed, their husks can deal a lot of damage to their own vessel.
The Immolator seems a bit small for a cruiser and it's damn expensive for a light missile boat and require quite a surprisingly massive crew. Also the two rear turrets are unused for its variant.
The Char lack a ship system. It's also extremely similar to the Greenstone (i know that i originally sprited the Greenstone as a Char variant) but the similarity make them both way too identical. Perhaps switching some ballistic mounts for missiles? Still on the Char, the two rear turrets overlap and looks ugly, might change them with a single medium one instead?
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That's all, for now. I will test the Cruisers/capital ships later. I noticed that the vanilla sounds for the weapons don't really fit, i think SnupZipGun will be able to help you in that regard. Still on the weapons, while Tartiflette did a fantastic job at animating some of them, the contrast between those he worked on and those he didn't is huge. Maybe you could ask him some help for the rest?
Also i'm not really satisfied of some of my own stuff and i'll try to rework the Crevice/Blaze/small missiles sprites.
So yeah, from now on your work will be balancing all of this, plus lot of polishing but overall it's getting there.