Just got to a game with this mod and been going for a few days, and absolutely loving it after some false starts.
Main problem was me figuring out weapons. Some thoughts on the mod:
Good
I love how ships are so much tankier. I prefer high tech but even they feel like they have noticeable armor, and their shields can be outstandingly tough. Meanwhile low tech have ridiculous amounts of armor, allowing them to actually facetanking despite shields folding like tissue paper to heavy kinetics.
Bounties are worth doing! At 5k a frigate for systems you can build a nest egg by picking on pirates, and it's worth fighting now economically instead of just trading... which is still worth more but not as exciting.
Doesn't apply to bar missions though. They offer a lot less, but can provide direction for exploring at least. I'm not sure why bar missions don't use the same pricing structure though.
Eh:
Salvage gantries have been removed from everything but the salvage ship, which seems to have lower op so you can't reduce it to a frigate sensor signature without story points, making me sad.
Maintenance is now super cheap which I love. They spike in maintenance from larger ships is barely noticeable though despite the guide, except after combat... this results in the weird situation where you can run around with a Paragon not even paying 1 supply per day with it there to protect your fleet, only to have it charge you through the nose if you it gets scratched. It might be worth mentioning the cost spike is in recovery, not maintenance.
For the tactics guide, it might be worth noting some assault weapons generate low amount of flux. The guide said they were non flux weapons, which is definitely no true for some and threw me for a bit.
The Tachyeon lance slows you down massively when firing for no stated reason. Fortunately I was testing it before fighting to get over the surprise, but having a ship going from over 100 to stationary while firing was a... experience.
Beams are useful. And you changed the beam scatter mod into something that makes kinetic beams still useful if you're exploring or after you've worn down low tech shields. However this might be too a bit of over tuning especially for non-kinetic beams, as with the changes to Flux disapation even without dealing hard flux they'd probably still be useful in this mod. I generally use them since they're basically hitscan opposed to the other high-tech weapons.
(As a point of reference, I managed to nab a Hyperion early game. While I used Assault lasers for it's 4 small slots originally, I currently use 4 Pulse Lasers and 2 Twin Tacticals. Twin Tacticals provide nice amounts of hard flux at good range and low cost, while the pulse lasers a free low damage, decent pd, work through armor and shields ok, and can be used for mining. All up, the 4 cost me 12 OP, which is tiny.)
Venting at High Flux can be almost as dangerous as overloading in this mod. Venting you vent 4* flux disapation, except flux capacity is a lot higher in this mod, especially for high tech ships, dragging out how long you're a sitting duck and you can't stop mid-vent. I'm not sure it's intentional but I think it is, particularly from watching the AI in fights. I note this mostly because from reading the guide, it's not obvious.
The Falcon Cruiser in Pirate Class has Midline and Pirate bays, which stack, making Interceptors and Fighters 10 OP cheaper. I'm not sure that's deliberate.
Bad:
The Mora (Cruiser carrier) is overturned (Just did some testing with non-Mora carriers against it. It's rediculous). It's capable of taking on dedicated combat cruisers with fighter and frigate support on its own and facerolling between super heavy armor, damping field, and 5 fighter bays since fighters don't stop shooting like it's guns while the field is on. It's also so tanky that from what I can tell, you need to bring your own Mora carriers against it or a Capital. It was a surprise when it showed up and a nice wakeup call, but when they start showing up in pairs and trios being the only real pirate threat can make for a major annoyance, since the battle comes down to 'Do I want to burn a ton of supplies and a story point, or do I want to burn a ton of supplies and risk ships killing everything that drifts too far from a Mora before retreating'. It's especially annoying since I brought a combat cruiser specifically because of them, only for my fleet to be facerolled.
The Buffalo desperately needs more OP. A Mercury allows me to carry 200 units of cargo, costs .5 maintainance, moves at speed 10, and has 30 op. The Buffalo carries 400 and moves at speed 8, while costing 1 and having 30 OP. The Tarsus sits at 60 OP so I think this is just an oversight unless it's a bug on my end (Which might be the case, despite disabling mods I have a couple of ships and weapons from old mods floating around.)
It might just be me, but baring fast torpedoes (with eccm) and interdictors using missiles is largely a waste against ships not using flak canons for pd, and if you're waiting for overload you might not have the flux to use strike and fire support missiles. Also, it might be worth restoring the maneuvering characteristic information to missiles, because I was surprised but very happy to find Ion Torpedoes are guided.
Speaking of interdictors, the Squall missile says its a kinetic antishield missile, but they're acting like interdictors. Not sure if it's a bug or the description needs updating.
The Cutlass PD system needs a nerf. They don't use ammo or flux, and they do enough damage to outcompete energy based kinetics while having over op costs. The Large one has ammo so should be fine but I haven't tested it. The medium one might be ok if you drop the dps to 300 and drop the range but honestly the only competition the cutlass has is with strike and anti armor weapons in my opinion.
(For reference, the Cutlass does 400dps at 80 a shot every .2 seconds, costs 9OP, and generates 0 flux. Gravitron Beam is 200 Kinetic DPS with a 1200 beam every 6 for 200 range and 13 OP. 4 OP for 200 range and loss of PD is not worth it IMO. The Graviton Driver deals 200dps, with 4 shots 300 damage every 6 seconds, meaning the Cutlass still does as much damage to shields as it, albeit without a spike. The Graviton driver has 1100 range compared to 600, which is great for longer range dueling and the higher hit damage means even with kinetic conversion it's more damaging to armor! But the Cutlass can fire through ships and sits at almost half the OP with the Graviton Driver sitting at a tasty 15 OP while actually costing you Flux. All in All, until I start picking fights with stations or large fleets, I'll stick with the Cutlass.)
The Assault Laser might need a nerf, at 4OP I feel no need to use higher end small weapons on almost all ships, that might miss, don't act as PD in a pinch, and only have slightly higher range for often lower DPS. This is particularly egregious since the game says it's bad, but it's my primary small weapon as a high tech use, as opposed to all the pulse canon varieties.
When it comes to what nerf, given it's status as an assault weapon, maybe increase the OP to 5 or 6. Probably 6 looking at other weapons, since at that point I'd actually have to debate using it, the Gattling Laser (Which feels a bit weak IMO), or a Pulse Canon.