Hmm, I'm not nearly as big a fan of the nanoforge thing. Like, it's a significant part of the setting that a few polities have access to the substantially better manufacturing standards than the rest of the sector, and their ships reflect this. It's been two hundred years of struggle for the sector to get even where it is, and more importantly, this makes potential enemies of the player weaker because now they'll be d-modded. I get the idea is "make it harder for the player to get pristine stuff quickly", but this approach has a lot of rippling changes throughout the entire game. Now, you've made it toggleable, which is good! But I think a lot of people are likely to turn it off.
That being said, in general I like the general thrust of this mod. It always felt a little odd that Mark IX Autocannons and whatnot were something you could fly up and buy, or occasionally you'd even find A Whole Ass Capital Ship for sale on the open market. The Sector might be a little wild up in space, but that always felt a bit off, so I especially appreciate the market adjustment module and the way it works.
I did want to echo previous feedback that I do think it would make sense for certain point-defense guns to be allowed under the regulations, though. Like autocannons and missile launchers being controlled, sure, that's understandable, but I could absolutely see things like light machine guns or vulcans being allowed for sale for merchant captains. Currently, you can buy a ship hull on the open market but can't even necessarily arm it, and with the current state of the Sector, that feels... a little strict, even for the Hegemony, in-universe. I think they'd allow for "defensive" weapons to be sold (since these aren't really that useful in a true military sense and only mad pirates and luddics try to use them on warships against other warships), though I can also see how the implementation of this could be a pain.
There's also a bit of a funny interaction with what ships are allowed, because the ship screening module appears to be filtering ships by looking for the civ-grade hull mod, rather than the CIVILIAN tag in the ship data. This isn't too bad for vanilla ships, but creates a bit of oddness with some mods; Diable is the big example. Part of Diable's gimmick is that, as part of their plan to compete with their rivals and win over spacers in their quest to "reclaim" the Sector, their "civilian" ships are technically military-grade. Their "big" freighter is a decommissioned cruiser with the scarier bits ripped out for cargo space, but it's still got that military drive train and hull in-lore, for example; their smaller support ships are also designed to be mil-spec but not actually a military threat, and thus something you could sell to people outside of Diable control without too much worry. So they're largely intended for export and should be available on the Diable open markets, but because of how the filter works, their open markets are currently entirely empty and you need a Diable commission to get their support ships, which isn't (as far as I can tell) how it's supposed to work in-universe.
So, I think if the regulatory routine got a bit of a rewrite to filter by the CIVILIAN tag in ship_data, rather than looking for the hullmod, that would help with the verisimilitude a bit and help support mods that get a bit creative with the interpretation of what a "civilian" ship is.
Still, a really great mod, and thank you for putting it together!