First off, some of the ship and weapon additions from this mod have been some of my favorite out out of all the ones I've used in the modiverse. I really wanted to give you huge kudos for the work, and the product, you've created here. Scalartech hands down has some of my favorite looking/player experience ships I've played with, even though there's nothing enormously fancy about the ship systems or weapon functionality (at least from a gameplay perspective; it's just very clean and well-done).
A few random feedback points after playing with Scalartech for several mid-length playthroughs (about 12+ hours total).
1) Verge + Skye: These two cruisers are absolute dreams to fly; they represent everything I love about high-tech playstyle and are probably in the running for some of my favorite mod cruisers. They're both agile, able to project strong surgical pressure (whether through sheer volley of fire in the case of the Verge and Skye's considerable power and hit-and-run capacity), and make the player feel like a complete badass with proper application and finesse.
I put these two together because, while their ship systems are considerably different in functionality and there's some differences in ship specs (e.g. the Verge has an additional medium missile hardpoint while the Skye is notably faster), they do feel like they fit quite similar profiles; they're both high "burst phase" ships with above-average to high agility with reasonably similar flux and shield characteristics. I'm wondering if this is intentional, or if there's some thought about differentiating these two ships a bit more in terms of playstyle/role? That said, I'm a huge fan of these two cruisers.
2) Tress: This destroyer-class carrier is both objectively powerful and subjectively a joy to play compared to most other carriers. Typically carrier gameplay consists of "Press F to spawn more fighters/Win more with bombers". However, the addition of the Magmine system makes for something more interactive (with a little bit of risk involved since you are still playing a fragile destroyer-class ship) and potentially extremely powerful in the right situations at the destroyer level. This destroyer is fast, has 2 bays, has a powerful ship system (much more so in player hands), and 2 medium missile hardpoints. This little ship contains a lot of power and I think it's in the running for one of the most powerful carriers of its class in the modiverse. Which brings me to...
3) Strand: This cruiser-class carrier is by no means "bad", and again I love how it has a pretty nifty ship system. However, from a DP perspective, it's outclassed by two Tress (12DP each vs. 25DP of one Strand) in terms of what that same package brings to the table. It's a pretty reasonable ship in terms of its characteristics; it has 2 medium synergy (typically missiles; I think it's a little fragile to field two medium energies when fights get harder although it could carry a wicked PD package), decently fast, and has 3 fighter bays. Again, not bad, but then we get to...
4) Filament: This thing is no joke. It could end up being the Charybdis of the capital battlecarriers; it is a legitimate threat as a frontliner with its weapon package and shields, has an extremely strong ship system, and a respectable 4 bays to boot. Again, if we were to compare the threat provided from a DP perspective (e.g. approx 4 Tress, 2 Strands, and/or 1 Filament), there's no question in my mind that the Tresses and Filaments (in different capacities) fill strong fleet roles. The Filament is also reasonably agile for a ship of its class (which is huge in a world of 30-35 speed capitals) while projecting both considerable personal power and fighter/bomber support.
I'll add some other thoughts when I put more time into into them. Overall, very well done!