In case it hasn't been mentioned yet: Pelletcannon and Bigram blueprints have wrong descriptions (copypasted from the CSV rows above them).
It has not, thank you.
What are your future plans with regards to this mod?
Well, currently work on it has been almost non existent due to my involvement with Interstellar Imperium. But my Immediate plans involve a minor rework for some of the current lineup of ships so that the fleet as a whole has better access to the roles it needs at all sizes.
After that, there is some stuff in the works.
First and foremost, the sprites need improved, I can do much better work now and my current sprites aren't really up to spec with vanilla.
Here's an example of the reworked Victoria Class, though its the only reworked sprite i've completed thus far.

Along with this, there will be some logistics-oriented ships added to the lineup, namely a destroyer-sized combat missile tanker, and a cruiser-sized freighter that will be field-convertible into a *** 3 deck carrier.
In the works is also a massive overhaul of how the ARS functions on the campaign map, they will no longer have static bases, all the markets you know will be removed, and replaced with a single, custom-made capitol market, and a procedural base spawning script that functions similarly to how the pirates spawn their bases.
Fighting the ARS will be a lot more like fighting an actual insurgency, or for the particularly arrogant, an infection.
After that...well, I will tell you that Legacy of Arkgneisis is named what it is because it is not a faction mod, it is a faction
pack.
I have a grand, multi-stage plan of which I am still only in stage 1, all of the details for stage 2 and beyond are classified to everybody except those directly helping me create the mod.