Now that's a straight up lie.
Dunno man. Hard to tell.
(I feel like maybe you mean these in a kind of jokey/bantering sort of way, but if that's the case, at least IMO - it's the internet, and it doesn't come across very well.)
Towards IonDragon, I was being facetious.
As for harpoons and reapers and Remnants, I felt significantly negatively with how most missiles that weren't sabots were useless at best, harmful-if-taken (in the sense they took OP that could have been spent on something else had any impact) at best and it does show. I shouldn't have called you a
liar, and I did not think that perhaps in-dev changes (most significantly, Shield Modulation losing HE resistance) made it different for you, but in the version I get to play, yeah you just don't take anything but sabots in smalls and mediums, and hurricanes and hammer barrages in larges (if you can support them with sabots, of course) and you can see it does not make me happy.
Posted one Dealmaker nerf idea elsewhere: Instead of adding to income, the Dealmaker can remove all tariffs from the player's colony. (That way, player will not need to visit pirates next door to buy or sell stuff for the best prices.)
If a core world has it, tariffs are higher, maybe 50%. Or it does nothing?
As far as I am concerned, Commerce-as-industry exists only to boost the income. If it does not perform any income-boosting function, it is not worth the industry slot and a place in my colony, like in 0.9.1. If dealmaker nerf will result in Commerce having fewer drawbacks, then it's acceptable. Otherwise, if commerce's +25% income (I don't use SPs on colonies) is less of an income increase than what a regular industry would do, it has no place in my colonies.