If everything had in-game descriptions then this mod would be probably indistinguishable from vanilla which would be a great feat.
Everything else is very well written, the atmosphere the mod creates is great (both via text and visuals). Being light on resources at the same time is impressive, many other mods break my game/playthrough after a while.
I also have no problems with design choices, there are other modded factions who aren't hostile to the pirates thus don't pay out system bounties for destruction of pirate ships. Taking a Pamed comission however is the ultimate safe choice in the game and everybody can be cooperative towards the player who still has free money that the commission provides and this maybe is a bit problematic/boring.
Note on the Myrianous: Depends too much which weapons are recovered with it. In my last run the only weapon recovered with it was a Zhun Supercharged Gamma Saturator (simple inaccurate point defense) which almost made the ship useless.
Note on weapons: Zarukel and some weapons may not deserve such a high ordnance point cost. I love the change to the Palik and some pew pew lasers. When vanilla "lasers" were changed to be flux-efficient, Xhan "lasers" did not blindly follow this trend and got some flavor instead (unchanged flux-efficiency and range but gained a bit of HE damage in addition to their regular energy damage making them decent assault weapons).
...I'm kind of disappointed that the Myrianous-class is capable of controlling Remnant ships (and thusly Enigma ships, which are from another mod, and Derelict ships). I was hoping AI would be a hard counter to the ship's main selling point - to the point where I actually thought I needed to bring an AI-focused fleet to fight it. The description leading into the battle seemed to imply that it only affected organic beings, which is why I thought so.
On one hand it isn't really Xhan Empire's fault that you overmodded your game with OP robotic ships.
On the other hand I tend to be more forgiving (or more imaginative) with descriptions, because frankly, other mods do it worse plus the author had to fit related equipment somehow in the game and Peplat nailed it on their first try. My only problems are with the missing ones that break immersion.
Hello, it seems I found a potential bug with Pan Med ships with the Electro-Shield system.
It seems they cannot have their shield arcs changed at all. That is for both good (extended shields) or bad (omni-shield conversion).
Given nothing mentions this and the hull mods are not blocked, I would assume this is unintentional.
I'm pretty sure the shield arc behavior of those ships are intended, Ultra would be overpowered in a full bubble for that DP.