This mod is wack
Sorry in advance for the text wall xdddd
It's very interesting to see y'all in this process of finding a clearer role for all your ships and weapons, most notably in this last round of weapon balancing. I think more or less all the changes as far as weapons go were positive ones, but I will say I think the energy weapons in general could use just a tiny bit of extra range. I think all the energy weapons could use 100su extra range or so. I'm sure you've played with those numbers at least as much as I've used those weapons both in their current and previous states, but compared to the updated ballistic weapons, the energy railguns in particular are significantly less appealing than they were, and don't seem to have gotten much more damage/flux-efficient to offset the lack of range. I'll defer to your judgement, but that's how I feel about it as a player.
That said, I am certainly enjoying the excuse to use ballistic weapons extensively for once.
I've also noticed a few issues.
First off, I don't think the medium mount Exoscar pod is properly spawning in shops. I'm at cycle 223 in this one playthrough with the new version and I haven't been able to acquire those pods except through NPC nanoforge production offers. As far as I remember they are available in some blueprint or other, so maybe with heavy industry in a colony I'll be able to produce them myself, but it still looks like unintentional behavior. I also saw someone else mentioning Taufan fighter LPCs not appearing in shops either, and I can confirm that as well; given the Taufan's nature it would make sense if it's not obtainable in shops normally, but just in case that's unintentional I'll mention it here.
Second, I noticed you reworked the Optimized Ordnance Assembly hullmod, but it seems to still be functioning according to its old behavior, increasing missile ammo regeneration rate rather than outright replenishing ammo. It may be that the description is simply unclear or not entirely correct, but if the system isn't meant to regenerate ammunition for missiles that don't already regenerate ammo by themselves, I think it might be worth clarifying that detail (I was particularly looking forward to abusing Nia's ScalarTech hyperpulse torpedoes and various Blade Breaker missiles on UAF ships ;-;). If it is meant to regenerate ammunition for missiles with limited capacity, then I'm letting you know it isn't working.
Third, Rafflesya seems to behave very weirdly and inconsistently after docking with Isenoria following her first bombing run in a given engagement. Sometimes Raffy functions normally on subsequent sorties, but just as often she has this funny habit of launching her bombs without leaving Isenoria's flight deck, keeping her point defense drones active and orbiting while docked, and/or using her own point defense weapons while docked.
Isenoria's system itself also behaves oddly. It allows you to apparently deactivate the system (make the progress bar gradually return to its initial empty state) and reactivate it more or less whenever. I have absolutely no clue what is going on or why, but something is going on there that probably shouldn't be.
Fourth, on the subject of Isenoria in particular, her ship system still has no description which I can see being a bit of a problem as far as figuring out how Raffy works. Speaking of descriptions in general, there are still a few items missing them entirely, and several which need them updated to align with how those items currently function. I think there are still some inconsistencies with certain weapon descriptions, but I'd argue the description for the EYESEAU Omniscan should probably get looked at before those.
I think it's fairly important to not give the impression that the Omniscan is just a more efficient neutrino detector, because it definitely isn't just a neutrino detector. It only returns man-made sensor contacts, and does not give any false positives.
Oh and I nearly forgot, I've been playing this mod for at least several months on and off across several different experimental versions and for some reason I simply never get keycards from anywhere. Ever. A friend of mine says he gets them normally, so I have a feeling it's something to do with mod compatibility, but I don't even know where to start with troubleshooting that. Would you or anyone else happen to be aware of anything in particular that might interfere with keycard loot spawns? (Edit 3/12/23) Apparently I'm getting keycard drops all of a sudden now. No clue what that was about.
Anyway, love the mod, and am very excited for its continued development. Keep it up!