The only ships I think are too powerful are Doom and maybe Afflictor, and only with combat skills. I would say Radiant too if it was a human ship, but as a ship from an SNK boss faction, I would think the other Remnant ships are too weak (because they are more or less on par with the human ships) to be worthy of a purposefully overpowered (normally NPC-only) boss faction.
Remnant ships are around 20% stronger than their overall Deployment Point cost would imply by design. They've got significantly better stats than their same-DP manned counterparts across the board minus a few cases in which the Ordinance Points and Top Speed of manned ships is slightly higher. You just don't really notice it all that much because even their correct Vanilla variants are terrible even before taking Autofit making them worse into account.
The only two ships you could call underpowered are the Lumen which only gets 4 small synergy turrets and the Fulgent that would be really strong if it had a missile focused skill but comes with High Energy focus instead, despite the fact said Remnant Destroyer comes with an absolutely
atrocious 300 base flux dissipation while by comparison the Sunder, which has the same DP cost, gets 500.
The only Outlier that goes in the opposite direction is the Radiant. It should be worth 55-60 Deployment Points even accounting for the "20% rule" Remnants have but it still sits at a nonsensical 40 Deployment Points instead, the issue being exacerbated even more by the fact Radiants are more or less guaranteed to get an Alpha core officer which unlike a normal Human 6 Skill 2 Elite officer has 8 Elite Skills which boosts its actual combat prowess by over 100%, making the terrible Variants it comes with the only saving grace of the current iteration of the ship in Vanilla.
It's a ship that can be obtained and used by the player, therefore it should be in line with the faction it comes from in terms of DP effectiveness.
As for the OP of this discussion, I strongly disagree with the concept of never nerfing anything.
You can make strong arguments for alleviating nerfs that have butchered a good amount of playstiles like Safety Overrides getting a duct tape fix to not completely break the game, or reducing the maximum ECM nerf to only -10% only because Remnants and officer spam in general were abusing it, or the fact the Drover went from carrier god to "loafbread of uselessness" (on which Alex has commented on and is going to restore somewhat, judging from his comments).
This is game is a minmaxer's wet dream, it is therefore very,
very easy to inadvertently buff something to godhood with just minor changes. It is however also a relatively simple task to identify overperforming ships in every patch, and those should be nerfed. It may
rustle the jimmies of some people that got attached to said ships or it may be too big of a nerf (that you can justify alleviating and most likely have Alex act on good feedback given to him, since I'm pretty sure he reads everything on this forum) but it has to be done nevertheless to avoid power creep. The same applies to all weapons, hullmods and commander skills.
Accept it as reality and we can move on with more logical discussions
Edit: sorry I noticed it just now what do you mean by I would say Radiant too if it was a human ship, but as a ship from an SNK boss faction
?Radiant
IS Vanilla.