I'm posting this for information, and slightly reluctantly, however I can't quite decide whether it is intended behaviour or not and seems sensible to at least raise it. At the very least it appears to point to some weirdness which might be worth looking at, regardless - or perhaps can be quickly explained.
I'll try and be clear about this, apologies if it stops making sense ...
The crux of the issue is that I was finding that my 'remnant-like' stations / factions were not creating live fleets, in my generated 'remnant-like' systems.
All seemed to be nearly working - It would generate the fleets, in new systems, all tagged with my set themes and all as expected (e.g. at inner system jump points or from Stations) however they would NOT populate with ships I intended for them. Empty fleet would, effectively, immediately despawn when player arrives in locality.
The problem was found to be resolved by changing the 'tag' in the ship_data.csv and generating a completely new tag for the faction fleet ships. Existing mod 'blueprint tags' didn't appear to work for this.
GENERALLY THIS IS WHAT I DID
a) Use fleetFactoryV3 to make fleet from my .faction in a new remnant system. May be from battle station or just at a set point in space. Behaviour very closely mimicking that of the Remnants in terms of generation. Ship list I want to generate from is via (e.g.) Junk_Pirates_BP tag, as defined in .faction file for knownShips.
No ships generate in fleet. Fleet immediately despawns upon teleportation (via console commands) directly to fleet position. Stations continually spew out blank fleets.
b) Try other faction ship tags (all inevitably part of a BP set, as this seems to make sense, right?)
Same behaviour.
c) Try base_bp tag in .faction file for knownShips.
Ships generate in fleets, but only those with base_bp as tag (Ventures etc.) and not those with my custom BP tags.
d) Try market to null; quality overrides, custom_bp tag into shipsWhenImporting etc.
No change, empty fleets or full of base_bp ships.
d) Add new discrete tags to ships that I want to appear in 'special' fleets. Add this tag to the .faction file.
Ships spawn as originally expected! (I will note this is actually in line with the 'remnant' tag for vanilla case which does not link to a blueprint set)
I can't directly identify why my fix works, but to me it points potentially to things working differently to how it may be planned - and may suggest a potential blocker for widening out the mechanisms already in place due perhaps to some unintended checks / weirdness in the code.
My theory is that something in the code is locking out those types of ships which are generated via a BP / Heavy Industry - as it makes sense that there will be a check in there for something like this to stop it. I may well be wrong.
No apparently present overrides are working to offset this in this case (e.g. setting source market to null; which appears to be a designed-for case in fleetfactoryV3 or giving quality overrides to the fleetfactory).
Cheers,
mendonca