Assorted comments:
Streamlining end-of-combat sounds good. 75% CR back does seem like an incentive to over-deploy, but then again, I like chain-battling, which is why I over-deploy to spread the CR hit to everyone.
Does fighting Luddic Path affect reputation with the Luddic Church? If not, yay! More targets to fight!
Yay! No more toll trolls. No need to fool them anymore (by running away immediately after a scan starts).
MIRV changes sound like it has become the heavy Harpoon.
"Safety Overrides" sounds like it could be a dream for various playstyles, especially vent-spammers who load up on Heavy Blasters, depending on the stat mods and hullmod cost.
So it seems Assault Chaingun has become the HE counterpart to the Heavy Machine Gun. I am a bit sad there is no 800 range compliment to the Heavy Autocannon/Needler.
Missile racks becoming cheaper sounds good. I almost never use them because 5 OP was too much, especially when Annihilators were more effective for less.
IR Pulse Laser becoming cheaper is good. Now I have a choice to sacrifice range for accuracy in case of universals. I would probably still pick ballistics over IR pulse laser due to better range and no windup, but at least it is no longer a blatant no-brainer.
It seems high-end energy weapons are simply more range and +50% DPS over medium counterparts.
It is about time Ion Cannon got cheaper flux usage now that it lost flux supercharge bonus.
Heavy Mauler might have needed the nerf, though HVD may appear even more attractive. Main reason to get Mauler over the more accurate HVD was the extra DPS (and fire rate for some ships).
I like that the (standard) Falcon will get two small energy mounts. It will truly become a little Eagle instead of a bigger Hammerhead with less firepower.
P.S. It is about time ships piloted by super soldiers were worth more XP. Earning less (than double) XP from Combat 10 monsters than easier old Hegemony defense fleets was a rip-off! It might help even up the combat-trade disparity of XP gains.