A few small bugs and other things I've noticed playing this excellent mod.
The description for Mairaath has the phrase "What remains is a charred yet unbroken, the carefully..." which is probably missing a word after unbroken.
The custom planet descriptors for Mayasura conquered core worlds for Nexerelin doesn't seem to work. In my game Jangala at least is showing the default message despite being held by Mayasura.
Also it would be nice in modded games that allow stations to be built or settle if the description for the Abandoned Astropolis around Mairaath could get a fitting colony descriptor once it gets rebuilt.
The Stormbreaker's weapon Heavy Mauler (Fighter) has the rare_bp tag in weapon_data.csv so it can show up as a buildable weapon.
Excalibur (M) ship system Variable Ammo and Influence Minelayer (Fighter) have no descriptions, and the Joker Protocol and Safties Switch abilities have no type description (no descriptor text for DRONE_LAUNCHER and STAT_MOD type I'm guessing?).
The Avenger weapon exists in the codex in two different forms with different icons. Not sure where the second variety is supposed to appear but one should probably have the restricted tag to make it not show up in the codex.
HE/KE/cluster dummy weapons should also have the restricted tag.
Orbital Howitzer weapon description "attached to the Starliner (M)s belly" is a little awkward. Might want to change to "attached to the belly of the Starliner (M)."
Onocrotalus Autocannon manufacturing icon is huge. Looks fine in inventory and on ships so I'm not sure what's causing it. Compare to Arbalest Battery under known blueprints to see the difference in size.
The Starliner (M) using the same description text for the base hull after the variant text is a bit weird. You could potentially create a custom entry in descriptions.csv and have the .skin descriptionId point to that if you ever wanted to write different base text for a variant. Same for the Scaramouche (CJ) which still mentions the baked in Heavy Ion Lances despite the switch to Heavy UV Pulse Lasers.
Also this is a very minor nitpick, but ships like the Hammerhead (M), Sunder (M), and Vigilance (M) being new .ship designs rather than a .skin mod of the base ship breaks any other mod's alterations to the ship's descriptions. I know that making a new ship with similar visuals to a core model yet with different stats for modding purposes, rather than resorting to hidden hull mods, is just easier and cleaner, and I doubt most people would ever notice, but as someone who wrote more detailed lore for those ships it's sad to see them missing from the full codex.
The ship and weapon lineup images for this mod could probably use an update, since several of the new ship additions are buried near the end of the thread.
Finally, not a bug but a matter of personal opinion, but the Triple Beam Cannon seems to be very underwhelming despite the high paper DPS. Compared to the Heavy UV Pulse Laser that does hard flux damage, it hits like a wet noodle against anything with even semi decent shields. As for other beam weapons, taking into consideration the shield busting spike damage of the Tachyon Lance or the armor stripping ability of the High Intensity Laser, and it really has very little to offer for such a high flux cost, high fitting cost, and range penalty on top of everything else. I want to like this weapon so much but it just doesn't work when almost anything else is available.
Anyway, keep up the great work. I look forward to your next update.