I recently started using and enjoying this mod and fought against a phase leap ship called the E-VIII 'LURKER' class standard scrap phase warship and it is the first ship from this mod that cause some frustration during combat. The ship quickly teleported in the middle of my fleet and killed 1-2 destroyer/cruiser sized ships, so I gave an order to my entire fleet to destroy this ship. However once I got the hull down to below 30% it retreated demonstrating its true teleport range, my fleets engage arrows pointed to a space more than half way across the map. My ships gave chase because of my order to engage despite being in combat with the rest of the enemy fleet. The target was beyond my vision and therefore I could not rescind the order on the target, forcing me to either spend another order point and focus a nearby enemy ship or select each ship one by one and cancel my order. I won the battle but the ship retreated so I had to pursue it 2 additional times because it kept retreating from combat and there was no way to catch up to it and after the 3 retreats it became auto-disabled (I didn't know this was a thing until now). The only thing I can do in future battles is never give orders to focus it, hope to kill it before its teleport cooldown is ready or just let it go post battle.
While I like the concept of the phase leap, my experience in this situation was more tedious than fun. I'm not sure what adjustments to recommend without compromising the design intention, maybe shorter range or disabling the phase leap in the event the hull damage or combat readiness reaches below a certain threshold to prevent an unavoidable retreat/pursue/retreat loop.