First off I'm a big fan of the theme, look and play style. Even when playing other factions I fly over to Dogstar to get my mining / exploration support ships.
I ran the 1.5 version yesterday and tried out a few things and want to give some feedback.
Right now playing a pure JYD game with no other ships and mostly only using JYD weapons and fighter craft. Mainly I want to explore, mine and fight with balancing keeping my mining rating as high as possible.
I got to try out the Int Q with I think 4 planet busters and two Drill LRMs and it works well as an early game missile support craft. I need some more play time with it to get a better feel if it is balanced. It does fit the theme of the faction being Drones to screen the fleet as they mainly attack with missile and minor ballistic support.
The Flea Bomber is a good change and at a solid OP cost. It gets some shots off and normally dies adding in some good pressure on the enemy but clearly not to the level of a combat faction high cost OP bombers. In bigger fights they shine more as you have more drones deployed between the different ships giving them a few more seconds to engage.
I want to start off with how floored I am with all the detailed work you put into this. I am honestly flattered you made an account just to do so. I will address each point individually rather than a second wall of text.

I was on the fence with the Q and spent way too much time trying to balance it, glad to hear it does it's job. As to the Flea, you got it in one! It was always my intent that that the other drones cover it while it makes it's run and I figured giving it the MIRV over a PD mount would equal more survivability as you state, those multi-missiles are good for tying up an enemy PD.
Now the Planet Buster is a great addition to the fleet's weapons as you had to relegate the Asteroid Breaker to a PD weapon but you really needed something with a punch and OH BOY! This weapon needs some tuning and I'm going to point out a combo that is silly in a moment. If you are dead set on the profile of the weapon (range, flight speed, damage, ammo and re-fire rate) then it needs to be at least 8 OP and I would still put as many of them on my ships as I could. I feel this missile system is needed for JYD faction but in the current state it is very strong. The things I like about it is the flight speed and range as the rest of the faction missiles are fairly slow. In combat you have swarms of the Drill LRMs and SRMs overloading PD as you get a few fast moving planet breakers in the mix to help finish off the foe. The Planet Breaker's main issues for me are the OP cost and the re-fire rate both likely should be adjusted. I suggest to change the OP in the range from 6 to 8 and re-fire adding 2 to 4 seconds to the current version.
So I did break the game a bit with the Loyal and the missile auto forge (aka instant unlimited ammo). I ran it with two Drill LRMs and 8 linked Planet Breakers and SIM killed an Onslaught in just a few minutes. I should have timed it, sorry I did not think about it until after. That missile auto forge needs to go or add a 30 second to a minute delay to it if possible. Even replacing it with fetch decks and or expanded missile racks or more drones.
I made the Buster for the reasons you state, again glad someone get's it

It started off with wanting to replace the Hammer, the only other torpedo in that size that has mining stats. I essentially doubled the ammo and OP but added guidance and a heftier punch for more credits. Now to your points, I would be hesitant to go more than 4 OP because for it it to be used on frigates and destroyers more than 4 would be a big drain. I had not considered the autoforge however so removing the limiting factor of 4 really does make it OP. I will tinker with it but I will most likely increase the charge up and cooldown so they cannot be spammed as I intended them to be used as a finishing weapon once the shields were down.
PS: The Loyal's ingame description does not match the loadout that says 5 botfly drones and it has three botflys and one heavy in my game. I'm not sure if the description is out of date or me updating a few times vs a new game start is the issue.
Lol, I spent so much time this patch trying to fix the spelling, grammar and correct outdated descriptions. It was inevitable I would miss one, thanks for the head's up I'll have that fixed in 1.55.
First are two low tier ships being pursuit ships as this faction is fairly slow and having an option to take down fleeing craft or faster moving cargo ships within the faction would be nice.
Trying to keep to the theme of salvage and mining but meeting the goal of a pursuit craft these are going to be a little different.
So naming the frigate just so we have something to call beside "that" ship. I'm rolling with a placeholder of Brutus being an overly aggressive name that can show up on toy dog breeds. Let's also take the theme of using what JYD has to be resourceful. Theoretically utilizing the Adorable as the base model to create a variant and save time both in lore and for the designer. Now strip off the rear right weapon mount and add a larger engine to the block and ideally on the rear sides to break up the profile. Having this add +20 speed taking it from 125 to 145 but reduce the maneuverability as the trade. Change the ship's ability to an engine burn to go after the target.
The core design of JYD ships are heavy armor and hull having high mass with medium shields and on the slow side. I envisioned them as sturdy but rough looking since they are essentially getting hit by asteroid debris constantly. I did my best to have them look well loved with dirty or gritty graphics. So I made the drones and missiles longer range than vanilla as a way for them to chase down runners but you do have a point. I think I can come up with a design to the specifications you suggest and still keep it balanced with some built in d-mods to account for it.
Now the hard part and something you may just say flat no too. What about using this as a test bed for a built in weapon system and that being of an overcharged modified mining laser. Now hear me out. I know lasers are not part of the normal JYD theme but mining lasers are a common mining tool and even fits salvage. This way it adds another weapon with a bonus to mining. Have it installed right in the snug little spot right in the middle front of the Adorable as a fixed forward harpoint built into the ship. Behind it in that narrow gap you could put metal looking rigging with over tuned or jerry rigged design and possibly a glow to help set the mood. Also modify the back right weapon port that was removed to look like a somewhat exposed reactor or extra large reactor. As for the weapon, keep it a sustained beam doing the normal 100% damage balance but also add EMP damage to it as it is overcharged by design. The EMP added on top of a decent energy weapon will allow you to add some control to the battle the JYD does not naturally have beside a drone screen. As a built in locked weapon system this might be a medium weapon system if you have interest in exploring this idea more. Giving you room down the road to create large and small variants.
Lore wise it can be a ship used to get around quickly and rip through fast moving asteroids or move into a needed location to help cut apart salvage.
Well what you are describing is actually one of my favorite non-JYD ships that has a built in weapon very close to what you describe. The Quarry Class Assault mining Rig from Keruvium Exports has a built in large mount energy weapon, the M74 Asteroid Cracker.
https://fractalsoftworks.com/forum/index.php?topic=20513.0 I am always looking for a pirate fleet when I first start a game that has one I can salvage. I have had it on the backburner to do something similar but I have not added it for a couple reasons, Firstly connortron7 knocked it out of the park already and it would be disrespectful of me to copy it. Secondly I already have 35 faction ships and I fell I am nearing game bloat so I try my best to only make ships that aren't already a thing when I can. Now to make a medium or small version well I can take a crack (pun intended) at that but make it it's own thing in 1.55.
I don't have a fun name for the second ship but we can call it Bully as a stand in. The idea here is an asteroid mover by physically moving it with the front of the ship. So part tug, part reckless rammer if you will.
For this one use the baseline of the hammerhead. Add a new texture over the top of the armor to give it a more JYD look. Remove the front two small missile hardpoints and change the fixed ballistic hardpoints to angled turrets. In the front build a new frame to extend beyond the front of the ship to create a makeshift oversized ram that is heavily armored to be able to push asteroids with. Possibly small gripping claws on the right and left so items would not move. Do a different set of engines in the back that removes the gap but gives it a like it was modified for speed look. Add two drone hangers on the left and right of the spine with stock locked drones of a Mite and a Gnat. Now you have a profile of a large front and boxy ish back half.
Keep the speed the same as the hammerhead but reduce maneuverability a bit for the exchange of more mass but more engines. Reduce the shield arc from 300 to 150. If you can add the ship's ability for it to ram. So a boost in speed forward, no shields and a temporary resistance boost to damage taken plus damage done to target on impact. The the ideal stock loadout being two Mining Recoilless Blasters on angled turrets, the two front missile hardpoints removed, the two small forward hybrid turrets changed to small missile turrets with Drill SRMs and the rear two turrets change to small ballistic running Asteroid Breakers.
I originally intended the Irksome to be a bully pusher but it has gone though a couple remakes and is now more of a small cargo ship. However that is a frigate and you are talking destroyer level so that one is out for yet another remake. I have dyslexia and some nerve damage to my right arm so it is hard for me to make my own detailed ship designs, however, I really do enjoy kit-bashing and recoloring ships and reviving one of my old concepts really appeals. I cannot promise it'll be all you ask but that idea is now locked in and I'll come up with something
For weapons again I would love to see some interesting mining, emp weapons on the fleet if that seems interesting to you even if these are limited or built in fixed weapons. Also some large mounts for the Drill LRM, SRM or armored MRMs. Lastly with the Drills a visual update would be awesome of their animation the weapons work fine but the animation and missiles could use a little love.
I made some EMP weapons for my Hiver mod and I do use them but I feel they are a high tech weapon and JYD is a low to mid tech faction. I would also have to think of a reason that EMP would be of use for mining. Let me give that some more thought and I'll get back to you. Now, large missiles are a hole in their arsenal and I appreciate you pointing that out. To make them truly self sufficient, I could see having a large MIRV and/or a large singe shot missile as part of their lineup. More fodder for 1.55

I know JYD is hull mod heavy but I have two more to suggest and these may not fit or are just too hard to do.
As this is a fighter heavy faction and the character skill fighter uplink skill degrades fast a hull mod that focuses on balancing that would help. Naming because we need something to call it Veteran Drone Operations. Have it match the OP costs for Heavy Armor as that one is costly without being on the extreme. It would be best if it would work only with JYD drones but I'm not sure if that is even possible to avoid game imbalance with other faction fighters. Have it increase drones top speed by 20% and target leading accuracy by 30% plus an engagement range boost of 500.
I did go a bit overboard with the hull mods but I like giving players options. Targeting Feed, Recall Device and Reserve Wing all already in-game ship systems so a hull mod would have to fill in a gap those do not already cover. The JYD fetch deck hull mod also effects drones and fighters so there is that as well. I will have to deep dive on all those in-existence systems and mods. Also, I am not sure if I can make a hull mod only useable on JYD drones. I'll do some more research and get back to you on the idea.
The last one is more fluffy but I do a lot of mining. Again we need a name, "Risk Assessment CnC". Just like the hull mod Operations Center matches the OP costs and the restrictions that it has to be on your flagship. Ideally I would love for it to reduce how bad an accident you get from mining or salvaging if possible.
If that is completely not doable a flat bonus for mining and salvaging would be nice and naming it differently to reflect that.
Well in essence JYD already has that built in. I have mining output increases built in to the JYD ships already and with many of their ships having built in Salvage Gantries the salvage gained is more than non-JYD ships. To stack above that would border on over powered so were I to also add a hull mod I would have to carefully asses it based n that. Not saying no, but probobly not in the next update.
Well the mining code is custom made by Histidine for Nexerelin, I do not think I could effect it without infringing on the code. I have asked on the Nexerelin forum for help with the colony fleet aspect of the mod and was given permission to use some of that code to fix an issue with my Hiver mod. So i know that mod author is generous and helpful. I will consult and see what can be done. Either way I would not want to reduce the damage too much because it is a core concept of the mining mini-game and I am a believer is risk vs reward.
I hope you take my feedback in a positive manner. If anything, look at my wish listing for your mod as how much someone is enjoying it and really going full bore into this dog eat dog mod.
Positive? My man this is a brilliant take on it! I was at the point that I felt OK JYD is done-ish, time to move on but now I am jazzed to work on it again. I get some dings and hash comments on discord about the nature of the mod or the low-rez graphics and it is such a pleasure to get constructive feedback like this. I am currently snowed in and have some time on my hands so I'll go under hood and tinker on these ideas and get back to you.