Isn't the Mayorate Hullmod described as a "Widely Available" piece of Mayorate software/hardware?
Generally I base the lore around the mod features, rather than the other way around. It's "widely available" just because I didn't restrict it or anything. Originally it was +sensor range% only, but I was worried no one would take it so I gave it the slight range increase (but now it's a little too good lol). I might actually get rid of the +weapon range bonus and replace it with +weapon tracking (same bonus as the gunnery implants skill).
And yeah, I've always been a little worried that the Lilith was slightly too strong. The thing packs a lot of punch but has relatively low survivability. It's so-so in the hands of the AI (the AI simply doesn't understand when to disengage), but a good player will simply steamroll with it. I'll try nerfing the TPC a little bit to compensate like Cycerin suggested. As with the Lilith, probably the biggest balance issue with this mod is that all of the ships are a bit meh in the AI's hands but nearly unstoppable when player piloted (often even more so than in most other mods).
Here's another example of player vs. AI broken-ness (that I'm not quite sure how to fix):
The way to play the Ravana is to close into point-blank range and get your flux as high as absolutely possible (basically the opposite of every other ship in the game/all mods). Once your flux is at like 90%, drop your shields and start firing your grasers like there's no tomorrow. Because they are beams, they will fire regardless of how much flux you have and do +50% damage (with the flux bonus). It's impossible to overload (because your shields are down), there's no flux limit to how much you can fire, and your main weapons are nearly impossible to disable because of their placement in the middle of the ship. Yeah, you'll take damage, but there isn't really anything that can stop a player-piloted Ravana. Meanwhile, the AI-controlled Ravana simply dodges in and out of range meekly (and fires the grasers at the enemy collision radius instead of the actual target because of how beam AI is programmed) until something comes from the side and kills it. Sigh...
@Viyemese- Spent a bit of time looking over the mod files in question and both the .wav file and sounds.json use "l_kayser.wav" (thought I fixed this bug from the last version). I'm not sure where you are getting the "L_Kayser.wav" reference, but is it possibly from an old version (completely delete my mod and reinstall to check)? Or did I forget to change a reference somewhere?
@Uomoz- On the topic of hullmods, it might actually be interesting to allow players to "unlock" different hullmods by joining factions or by paying for them. When you either join a faction or pay them some amount of credits, "hullmod x" becomes unlocked for all of your ships.