I noticed the shipyard issue too, as the new version of golan station is added later, the original version is weaker than the shipyard. However, I actually planned to separate the shipyard from the space defence station line to be a new industry type which has production and increases ship quality at the cost of weaker fire power and not being able to build a defence space station. What do you think about that?
For me it is quite difficult to increase the quality of the ships in the fleet, this update to increase the quality is an excellent idea for me.
I don't know if you've played "star wars empire at war", when you attack a space station ships always come to protect the station depending on its size, on larger stations even Star Destroyers appear in battle or the equivalent of another faction. I believe you can use the same behavior.
I also saw that you did that with that huge First Order ship, you could do that for the station too.
In the beginning, the fighters are way stronger than the current power level, I remember there was some feedback about the fighter being too strong? So I tune it down and made the speed proportional to star wars lore speed, maybe the multiplication factor is too small. I will revisit the stats of the fighters, may be a good idea to set up a poll on Patreon, please take a vote if you have time.
I like the concept of UAF mod development, there they know they might be creating something a little unbalanced and that's ok.
I believe you should follow this concept a little bit, make the fighters the way you think is most suitable even though they are a little strong compared to Vanilla.
I think the fighters should be smaller in size, some are too big. Even because small ships are difficult for large ships and this is the concept of fighters in Star Wars. "I believe"
I will vote.
Yes, the Eclipse superlaser shouldn't be able to buy by any means, I set it tier to 5, blacklisted it on the prism port, I will keep looking at what is missing. On the other, as the laser is only a weapon instead of a shipsystem, so I'm not sure it's able to stop the ship from moving or other weapons from firing when it's firing. But I can surely increase the flux per second shot, I think it's a reasonable adjustment.
The ED Shipyard mod has a ship that has a very interesting behavior of a super laser, loading the shot takes a while, the ship has a very low speed to prevent it from rotating and the damage is distributed over a longer period, that is the laser lasts longer and even when the shot ends some modules of the ship are disabled, but of course this is specific to this ship.
The idea would be to see for example what this ship does interesting with this shot and who knows how to do something inspired by it.
I made a video demonstrating:
https://youtu.be/xhjfB5plZQc