Okay let's do this again:
- I like the new dagger changes, it's far more usable now and definitely has a place
- I didn't see any changes about market spawn and such, but both weapons and ships in markets seem really limited. after forcing market upgrade about 15 times I was able to get a few hatreds and remnant daggers, but ootherwise corusant is an endless river of wraths, revenges in the ship side and autoblaster batteries/heavy beams on the weapon side. not a single large energy weapon appeared in all of this process
some of this may be because some ships have been removed from the market (I can kinda understand the terror as it is a killing machine, but I would look for an alternative way to introduce it to the campaign when you have the rest of the balance of the mod in an stable position) but there is something fishy going on right now with the markets
-I heavily disagree with the changes made in the heavy beam and he council spear. the heavy beam was already a bit hard to justify with 14 OP, but now with less range, less efficiency and 16 OP (I think it was 14 in the previous version, this change isn't in the changelog) it's not really worth it. if it was in the 13-11 range of OP I could see some use to it accompanied of the remnant dagger due to same range.
the coucil spear went from being awfully efficient and strong but extremely slow (which was still reasonable IMO) to being a tachyon lance with a bit of extra range but worse everything else: less efficient, less damage per shot and less shots per minute. even the OP drop doesn't make this changes worth it
-the removal of alot of the blaster/autoblaster weapon variants is understandable, for the reasons I pointed out in my first post. I still believe that with the right changes they can be a really fun combination, but they can wait until they are reintroduced. Gladiator Beam wasn't a favorite of mine and needs some work but I could see some use due to the long range it had for a medium weapon
First of all, thanks for your feedback, I see you took the time to write all this down and I appreciate it, like I have already said countless times, I do enjoy listening to other people's feedback since that is what really helps me put all this together to amke something you (the players) will enjoy.
The sprite work is not mine, all credits should go to MrDavidoff. I am using his sprites with his permission as placeholders to replace the old (in)famous 2k long pixel ships and I do plan on reworking all the current sprites, even if only a simple polish.
Regarding ship balancing, All ships have been through loads of stat changes, you can look at the changelogs for yourself, and before I even released the first version of this mod further work has been done to put most ship stats to a "decent" level with further tweaking after release thanks to the feedback of some Discord users 
I have considered making an IBB ship several times, I even have a couple of sprites reserved for that/those ship(s), although that is not quite a priority at the moment and I will have to discuss further details with someone, possibly SWP's creator, to know exactly what are the needs and work that needs to be done.
Again, most of the sound files are also from MrDavidoff, although I have pulled some from other Star Wars based mods like the one mentioned in the credits section. And no, sound is not "unappreciated", at least not for Starsector. Just ask literally anyone what is their opinion on Blackrock's sound quality and you'll see what I mean.
you are welcome, it's the least I can do when you are doing free content for the community which people enjoy
I didn't know that the sprites and sound were from MrDavidoff, but I still thank you for putting them into use. it's no easy task to balance and put into work a mod even when you have the sprites, and even more so when you are planning on polishing them. can't wait for those sweet IBBs you just mentioned
I have tried balancing the Gravity Well with a value of flux generated per second to limit the time the system can effectively stay active, but the ship is already quite vulnerable as 20% of the ship's flux capacity is automatically filled with hard flux, the ship can't vent while the system is active and it takes 30 seconds both to reach full power and to finish the cooldown, not to mention decreased shield efficiency while the system is active (unless I switched something and it actually buffs the shields, need to test it carefully). Other than that I have tried to make the ship more of a support ship with stats comparable in some levels to cargo ships or combat freighters, and code restrictions to prevent multiple ships to deploy their system simultaneously when there should only be one active at a time, both to prevent a null-area over a given region and to prevent performance issues.
The ugly sprites when damaged are not really an issue that only affects the Loyalty, and that may be due to a number of reasons, one of them possibly the excessive amount of greebles in all ships making the damage sprites even more noisier. I will see what I can do about that...
The Terror had 7 bays in the past, so you have seen nothing 
But yeah, the lack of a carrier is damaging the faction as a whole because some ships have 1-2 wings but nothing over that. This problem only exists because I am using sprites that are not mine and I have failed to find a proper carrier sprite from the collection that was given to me. This is definitely an issue to be fixed in the future because I really would like this faction to have more fighter power.
Ohh and fighters will be balanced someday, its another item in my TODO bucket.
The doctrine for the ships is still being considered and drafted. A valid choice would be heavy slow battleships and cruisers and fast frigates, destroyers and fighters, as it would fit the current lore, but this is also an item in my TODO bucket, which is starting to turn into a barrel.
The hullmods should be only two, one of them built-in in the Rancour, which I consider to be quite powerful as it is. It allows the ship to move with the 0-flux boost at up to 20% flux, 4 times what vanilla gives you through a skill iirc. The other is a mod that decreases repair time by 50% and the time the ship remains disabled by 10%, which should quite powerful as well.
More hullmods would certainly spice things up, and maybe even add a faction-wide hullmod similar to Neutrino's to give the ships some special effect, but that has to be analysed first.
The descriptions are a work in progress, as all the mod is in fact. At first the Submission was supposed to be a large combat freighter with a dedicated combat sibling, the Remorse, which has been removed in the previous update. They both are cruiser sized, it might have been a lapse when naming/labeling the ships, thanks for pointing that out.
The ships should be easier to distinguish right now. As of v0.4.0 there should only be two battleships, one of them with fighter wings, and two dreadnaughts, one of which is currently only available in a custom mission. Before this update that problem was severe, and still is, but now it should only really be a problem for fighters and frigates, which still have some "duplicates". Were you referring to the Hatred/Suffering or to some other ship(s)?
to be fair, I didn't have the chance to experience the gravity well in detail as the ship didn't show up in the market in my regular run and I had to use console command to test it a little, so my opinion isn't as fleshed out as some of the other weapons and ships in the mod. still, it should be treated with extreme care for future changes IMO
the 'duplicate problem is way less severe now that the campaign catalog is smaller. I was mostly referring to things lime Hatred/Suffering and Submission/Remonse, but for what I have seen right now in the market it's not such a problem right now
regarding the doctrine of the ships and the lack of dedicated carrier, take your time. as long as you know that right now that's a problem the faction has it's good enough for me. Also Jesus, that 7 bay Terror sounds terrifying
I think I missed the first hullmod you mentioned in my run, but that one actually sounds very interesting. the second one didn't really bring much to the table to me mainly because it seemed like a different take on the vanilla automatic repair unit. I'm probably not the best player to use as a judge in hullmods, as I consider them something really important (and something I can be specially harsh on) when a mod decides to introduce them for the simple fact that one cool hullmod completely changes the way I make specific builds all across the mods, so take my criticism with a grain of salt
mildly related to this, but when you find the time update the catalog of weapons, ships and hullmods in the first page, as it makes finding whatever new I can find and test way more easy. a simple list in text would be fine really, just to know "oh, this exists" without having to go to the command prompt where something could be missed easily
Ahh, weapons.... One update almost entirely dedicated to weapon balancing, but mostly targeting damage and flux values. The actual market price and OP cost still needs tweaking, obviously, and like with the ships many weapons were also removed in v0.4.0 as they weren't really adding anything different to the game. Needless to say, there will still be changes to most weapons.
it's really difficult to find the balance on those kind of things, just keep working on it and slowly but surely it will take shape
Once again, thanks for all the feedback! I really want to make a mod that people will enjoy, and leaving a "Star Wars" mod left to oblivion again like many other did is not in my plans, progress may be slow but I want to see this mod stand in the Mod Index some day, once it has reached a proper level of balance and content.
cheers mate, good luck