I'd rather give you the tools to help you help yourself, etherealblade. Here's my first suggestion.
Since you're feeling overwhelmed, you need to scale it back. Make a copy of the current, broken version of your mod. Move the original one to another location, out of the Starsector folder.
In this new copy, You need to remove everything except one, single feature. Choose something really, really easy. For instance, adding one single weapon to the game, and a variant for a vanilla ship that uses your weapon.
Get that to work? Good. Now you have a baseline. Your debugging task is now merely a matter of adding pieces of content from your original mod folder to this new copy, one by one. You have to do this slowly. It's important, or you'll have wasted all the time to do this. Eventually you will encounter something that doesn't make sense to the game, and it will give you an error. It doesn't terribly matter what the actual error says; because you've been piecemealing the content in, you know where the error has to be.
This is the divide-and-conquer method, and it is literally the first technique taught to all would-be programmers at the school where I received my degree. Didn't know you were a programmer? You are. You are crafting data structures and writing script files, including actual Java code, so welcome to the world of programming. Debugging a mod error is literally no different than debugging any piece of logic. Chop it up into bits until you understand one of the bits. Then just hop to another bit that you don't understand, and chop it up too.
Let me know how far this gets you. My guess? Much further than the "do stuff, post entire mod, beg for help, repeat" method I see all too often.