...On the phase ships thing, I'll just say that the current phase mastery elite bonus is very much a quality-of-life thing for me; I don't like playing phase ships without that because the fastest way to travel is using phase... and that costs you your zero flux speed boost, making it feel slow. Losing that will be annoying.
Yeah, I get that. I mean, you could get Phase Coil Tuning for half that bonus, and Unstable Injector is there, etc, but yeah. That one stings a bit but I don't think there's any good way around that.
Actually, there
are some good ways around that... but the easy one requires changing the helmsmanship elite skill bonus.
Which I think ought to be changed
anyway; the current implementation of it is simultaneously annoying and locks out a lot of options for mods.
Annoying, in that it takes what was previously correct behavior (hit vent when you've finished off all nearby enemies) into incorrect behavior; without that perk, you want to get to zero flux ASAP; with the perk, you want to
not vent, and it's annoying to un-learn what I've gotten used to.
And as for locked out options - with the skill as it is, you have to be
really careful about anything that boosts the zero flux speed bonus. Cut that out, and you could, for example, just give phase ships enough of a zero flux boost that they're actually better off
not using phasing for travel - which should play better. With the skill in the game, though, you can't do things like give a battlecruiser a significant bonus to zero-flux speed, because it'll compound badly with elite helmsmanship.
I'd prefer an elite helmsmanship bonus that's either just a zero flux speed boost increase - or just a literal "shield maintenance costs no longer disrupt the zero flux boost". (...Honestly, I
did like the old less-than-5% thing, because that meant a normally-designed ship variant could operate both shields and PD without losing the zero flux boost... but I get that it was problematic and abusable via, say, beam-heavy loadouts.)