(this was played on 0.95a)
I've had this mod for a bit now, and while I'm not much of a balance guy, I will drop a list of potential issues/oversights I noticed.
First off, multiple missing descriptions:
I've probably missed a few so it might be a good idea to check each one
The faction has a crest, but no logo, and it looks weird in the intel feed (also why is it called Dr? nothing in their name can be shortened to that)
You've got missing columns in the shipsystem csv, when a custom phase cloak lacks "isPhaseCloak" set to true, it fails to benefit from the ship skill. In the same vein, when your phase ships lack the "PHASE" hint (in the shipdata csv), they fail to benefit from fleetwide phase skills.
The faction weapons lack a tech/manufacturer and as such get lumped in and lost in the "common" type weapon tab.
This ship has a shield upkeep of 0.9, meaning that when your shield is up you only have 150 effective flux for your weapons, if you don't install stabilized shields (which the ai often doesn't) (might be intended, but might as well point it out)
The Samaa-DSI class appears to be built around its main beam, and as such has very few mounts. However said beam is terrible compared to the tachyon lance. On top of the mediocre (damage) stats, the long burst duration and kinetic typing mean it's effectively useless against armor (which is probably the intent, but it's also poor against shields due to low dps, and despite being terribly inefficient it still doesn't use the majority of the ship's flux). I can't tell if it arcs like the tachyon, but any additional text alluding to such functionality is missing ... oh and the entire description is missing.
Spoiler
Tach lance for reference
Overall, I like the sprites and their glass cannon/low flux capacity approach to combat, but what they really need is some polish.
EDIT:
While looking around some more I've noticed that
- the Samaa-DSI has strangely low ppt for its class at only 450
- this destroyer has infinite ppt