Okay now that I've been updating my mod to use this, a few bits of observations/criticism on the Full Version of Shaderlib currently available.
Some comments for DR:
-The normal maps are quite impressive, but the implementation is a bit off for many of the vanilla sprites (a lot of the material/normal maps could use quite a bit of tweaking). Although most of my playing has been in the simulator, most of the midline ships and some of the high tech ones are WAYYYYY to reflective for their own good. It seems like they are always "whited-out" once they start shooting/taking fire. The Onslaught is the worst offender, it looks like a strobe light dance party as soon as it starts firing, which gets really distracting (probably because of the extreme "flashiness" of ballistic weapons).
-Normal maps for vanilla are a little too "deep/overtextured." Bright lights will sometimes make the hull normal map super visible, which makes some of the vanilla ships look really weirdly 3D textured (in a bad way).
-Weapons are slightly too bright and flashy, especially light ballistic mounts. Tone down the weapon flashes and the amount of lighting for these.
-Beams illuminate their entire "original path" regardless of if they hit something. A beam that hits a shield or hull will continue lighting up everything in its path as if it didn't hit anything. It would be nice if they didn't do that going forwards and stopped illuminating things once they hit something. (Not sure if I explained that well.)
-A mod-specific or per-sprite option for normal map depth should be made available. Chances are, quality/depth of normal maps will differ greatly between mods, and allowing modders to specify an optimum depth for each normal map will help keep the graphics standardized.
Some comments for other modders looking to use this library:
-To create normal maps from 3D models, apply this material to your models in Blender.
http://matrep.parastudios.de/index.php?action=view&material=57-normal-map&fc=14 Render as usual, and it will create a perfect normal map. Render baking DOES NOT WORK if you rendered your sprites in perspective (render baking only seems to create orthographic normal maps). I also advise against having lots of "little details" in your normal maps, the "major structural details only" approach works great and won't appear "overtextured." Don't worry about hard edges in the final map. (I can't help you if you're starting from 2D sprites.)
-Normal maps are not the be all, end all graphics must-have. Although they can look good, the change in graphics quality isn't all that huge and depends wildly from sprite to sprite. They aren't very noticeable at all on flat ships, but really add to ships with a lot of depth in the z-axis. So far normal maps only seem to be really "worth it" for cruisers and capitals.
-Normal maps can look REALLY REALLY bad if done poorly, and your ships will look just fine without them if you don't want to go to all the effort needed to implement them.
-Material maps do not appear to be necessary if you have a good normal map, although this might depend on your mod's color palette.