Well, I can answer most of these suggestions in generally the same way: this mod is not EVE, and it is not meant to be exactly the same or even attempt to be close to it at some points. If you mod a game, you should accept the game mechanics, not try to copy the original just to be "the same".
Now more specific comments:
1. You are probably right. Unfortunately just rescaling the sprites will have penalty on quality, obviously. It will most likely require rendering all that stuff again + adjusting all the slots and bounds - that's a ton of work, I'm not quite eager to do that since this is not the biggest problem with the mod... Anyway, if someone happens to do that I'll include files in the download.
2. These scripts are totally possible, you are right (on per-weapon basis, at least). But it will make it almost impossible to kill a frigate from a BS for example. Yes, you will say "it is just like that in EVE" and that's why I wrote the first paragraph. Currently frigates do quite decent job of reducing the damage by mobility even without these tweaks. But the scripts seem not to be difficult, maybe I'll make them for the test and add a config switch to turn them on/off. But this will definitely require total rebalance anyway and I've already said that I'm avoiding major changes currently.
3.
Ships must have same stats with Eve online
Ships must have very low Flux dissipation
- Again, see first paragraph... "Must" is a very strong word here. Also I don't quite get what stats are we talking about: many stats are absolutely incompatible, like armor. And also definitely I'm not going to make a built-in hullmod for every single ship just to give it original bonuses.
Ships Armor must not have same Armor Points like in EVE, Hull Points works (Add armor points to hull)
- sorry, I didn't understand this sentense at all. Could you explain?
4.
Dreadnought OP = 2500 (can fit some hullmods like 3200mm armor, X-Large Shields)
Come on, this is getting ridiculous. What for? Dreads have very limited usage here (I was very doubtful about adding them at all, BTW), why should we have a ton of hullmods for them. Again, this is Starsector firstly, EVE - secondly. SS has quite balanced vanilla hullmods.
5. Diversity for the sake of diversity? I know that EVE is all about "wow, that module is cool, it is a whole 1% better than the one I have". This will not be that cool in Starsector...
I hope that this didn't sound offensive, it wasn't meant to be.