As a mostly low-tech player, very glad to see the Legion and Dominator both get some buffs. I was going to write a longer post on the Dominator, as it's been my main ship to pilot for most of my time playing and I have some thoughts, but I didn't do so in time to beat all this patch.
All the buffs it gets are great, but I don't normally have issues with the Dominator on OP, dissipation, or longevity. The fact that the two large ballistic weapon slots are hardpoints and spaced widely, coupled with its low maneuverability, really defines the ship and provides some challenges in how to outfit it and use it. I found that for normal enemies all the way through high level bounties, it was a good ship and grew well along with the rest of the fleet. It's usefulness fell off pretty hard with [Redacted], though, and I think point out two issues that plague the ship most.
First, it normally shines when duking it out with capitals. The Dominator can't rotate quickly and its main damage dealers (missiles and large ballistics) are hardpoints, so something that is large or moves slowly will stay in its crosshairs. It can't win a solo flux war with a capital, but it can with some help, and then pound in some damage as the ship tries to retreat. Against a Radiant, though, the Dominator can not take much of the damage to shields, and has to armor tank pretty quickly. That's fine, it's made for that, but its main weapons are routinely knocked out of commission as it does that, so then it can't fight back. I think this is a general weakness of armor tanking vs. shield tanking, but I suspect the Dominator struggles with that more than a Legion or Onslaught as its main weapons are all along its front and located close together. When fighting a Radiant, I find my normal role is to take that damage and let the other ships take the Radiant down. It works, but not a lot of enjoyment in it. What fun is it to get hammered on with no chance of launching a reaper (or three!) in something's face when it gets fluxed out?
Second, the Dominator does not excel close-in fighting with even semi-agile opponents, which the [Redacted] very much try to utilize (specifically, groups of Fulgents/Glimmers). Their typical style is to pelt you from a few angles, swooping into and out of range as they take shield damage. I can pressure one of their shields with the turreted mediums (H Needlers) and sabots, but it's tough to convert that pressure to hull damage as I normally can't spin fast enough to use the larges to hit them. Also, even if I can turn fast enough to hit that weakened ship, the close range will make only one of the two large hardpoints usable...the other is firing into space. Again, I can tie up a decent number of enemies for a while, enough time for the rest of the fleet take things down, but I take damage and don't do much in return.
I'd humbly request two things. First, some kind of way to make the impact of damage to weapons less brutal. Losing most of your DPS in a few moments is tough to plan around, and not much fun for a low-tech fleet relying on armor tanking. Perhaps a Hullmod where instead of a weapon becoming unusable when it runs out of HP, it just reduces to 50% of normal rate of fire? Or maybe a 50% chance to become unusable instead of 100% when it runs out of HP?
Second, I really think the ship needs some way to deal damage at brawler range, either by converting the fixed missiles and LB to turrets (even a small amount of movement would provide a lot of good), or perhaps with another turreted medium ballistic (with no additional dissipation to power it) if the fixed nature of the craft is an important point. With its crazy-low speed and maneuvering, the Dominator cannot dictate terms for exchanges...it's got to have a way to be effective at multiple ranges. It's too easy to just rush it down and make the LB's and missiles semi-useless, and the two mediums just are not enough. The Enforcer has more than that.