I have been playing a few hours each day after the update 1.55 and 1.55a to explore the mod and the changes so I can give some more feedback. Don't rush to change anything right away. Take the time to check it out for yourself when you have time. Also, I'm very happy you are willing to keep putting time into your projects.
This is all just my opinion and I consider myself an average game. Take what you will from this but know I have gotten enjoyment out of this mod. I'm also in the midgame again playing only with JYD ships and weapons with a focus on mining, exploration and defending my fleet.
I'm using the Detailed Combat Results mod to help me keep an eye on combat performance to see what my ships and weapons are doing.
The Planet Buster rate of fire change is solid and still allows for you to use the torpedo well. I have four on my Commanding flag ship and with Missile specialization and expanded missile racks. I'm generally having them help for 70% of the larger battle durations. They currently list as my top damage dealer from that ship followed by the 4 flea bombers and then my large missile supports being with hurricanes or the Drill MIRV. The change did stop me from soloing large encounters with a Loyal running 8 Planet Busters but that Loyal is still a solid artillery support ship when needed. I just wish the AI would use them more often but that is out of our hands.
Planet Buster suggestion: I do feel there is room for a larger weapon variant ideally a medium mount but not a large. I would like a weapons system that both the player and the AI could utilize. Knowing how the AI will only be free with the weapons over a set value of shots I suggest the following. Base it off the Alecto Atropos Launcher that does two shots per and total of 12 ammo letting it fire 6 times. We know this weapon system will work for the AI but the Planet Buster has better range and more damage. Make this weapon system a harder choice and not an auto include over a Drill LRM, I suggest making it 15 OP.
So the trade is that you can have a powerful tool in the players hands. Alternatively go for more reliable sustained cheaper damage with a Drill LRM. Lastly for equal OP costs the Mining Recoilless Blaster can offer great damage without ammo being a factor.
Energetic - Solid little ship and the AI uses them well. They do seem to have some heavy drift when I fly them. I'm not sure what is up with that but is there a mass value for these ships? The mounts work fine and it is a good mix between speed and firepower. As a good balancing factor they can easily over extend and die. I'm running two and think I'm going to add a third. They are fantastic pursuit craft and they really don't do crazy damage with JYD weapons and that is fine.
The Rambunctious works well with balanced damage. I would suggest if you modders ever share code to get with the person that does the Iron Shell or the Kadur Remnant as they have great ramming ability in those mods. I feel the iron shell version is slightly better as it has a drawback of no turning when in use. Here are the two ships as reference.
Falchion class -Mass-Aug Ram Jets
Iron Shell - Flagellator - Rampage Drive
I'm finding there are some turn rate issues with some of the ships being too fast for their class / size. I can't see the rotate or turn rate info on the basic ship detail card but I'm going off the ship that seems to be working right vs the others that are too fast.
The Stalwart is done correctly with a rotation around 23 seconds and it feels good. After playing with this ship in my fleet I worked out why it does so well. It has lower raw damage output in combat than the Trusty and Intense but it's set of four stock drones allows for a support / screen for this ship to shine in combat. This is the next step up from the Spirited and that I'm still using two in battle in the mid game.
Note not all ships are included here. I only tested the ships I currently own or have in storage.
Loyal 17 sec ish for full rotation - a little fast but not overly so but a slight slow down would balance it better
Fluffy 28 sec ish for full rotation - feels right
Fetching 14 sec ish for full rotation - too fast
Intense 14 sec ish for full rotation - too fast
Sharp 33 sec ish for full rotation - feels right
Courageous 15 sec ish for full rotation - too fast
Commanding 12 sec ish for full rotation - too fast and should be Fluffy or Stalwart turn rate
Rambunctious 18 sec ish for full rotation - feels good
Spirited 8 sec ish for full rotation- too fast near 14 sec should be about right
Energetic 8 sec ish for full rotation - great for a tiny ship
Knowledgeable 46 sec ish for full rotation - feels right
Industrious 28 sec ish for full rotation - feel fight
Peppy 15 sec ish for full rotation - too fast
Smart 32 sec ish for full rotation - feels right
Muscular 36 sec ish for full rotation - feels right
Happy 12 sec ish for full rotation - feels right
Cordelia 18 sec ish for full rotation - feels right
Confident 9 sec sec ish for full rotation - too fast
Empathetic 30 sec ish for full rotation - feels right
Obedient 13 sec ish for full rotation - feels right
Cute 7 sec ish for full rotation - too fast
Intelligent Q 9 sec ish for full rotation - too fast
Troublesome 14 sec ish for full rotation - too fast
Adorable 8sec ish for full rotation - feels fine
Trusty 22 sec ish for full rotation - feels right
Lean 15 sec ish for full rotation - feels good
Vicious 30 sec ish for full rotation - feels fine
Intelligent 11 sec ish for full rotation - feels fine
Eager 6 sec ish for full rotation - too fast
Short 5 sec ish for full rotation - too fast
Relaxed 15 sec ish for full rotation - feels good
I'm going to do some followup posts with feedback on the rest of the faction. Ships, mods, weapons, drones and general balance.