Figure I may as well post some quick weapon/ship/skill thoughts (since they're the things I've actually tried out to a reasonable degree) before the last hotfix.
1. As mentioned elsewhere, the small Autocannon and more accessible recoil buffs kind of push Railguns out of their niche. I like the idea of dropping range to 600.
2. Light Assault Cannons do however feel much nicer and are much harder to weigh versus Light Mortars than previously
3. Looks like irpulse_fighter still uses 50 flux per shot rather than 40. Also as a small QOL change, could you adjust the chargeup stat from 0.33 to the Pulse Laser's 0.333333? 150 dps and 120 flux/sec look nicer than the current 152 / 121

4. I still haven't played around too much with the new (Double) versions of Harpoon and Sabots, but at a glance I feel like it'd be nice to reduce the 10s refire delay to like 6 or so. Minor, gut feeling sorta thing.
5. It's rather strange but in some respects the lowly Thumper, especially with officer skills, manages to fare favorably even against high tier weapons like Cryoblasters. From what I've seen at least they have a lower time-to-kill than kinetic-HE combos with higher OP weapons, even against heavily shielded targets. They're a lot of fun so I don't really want to see a nerf for them, but they're probably worth looking at some more.
6. Mining Blaster could probably use some love as others have mentioned, but I don't have ideas that would make it more interesting.
7. New Proximity Charge Launchers are fantastic. Sorry I doubted :p And the new Pilums aren't too shabby, either. Great changes.
8. I am vaguely annoyed that Breach SRM Pods have +1s refire delay over Harpoon and Sabot Pods.
9. Still unsure how I feel about Sabot Pods. The reduced EMP is nice, but it's still kind of trivial to get overloads with them, and their damage against stripped armor still feels pretty significant, so I'm starting to wonder if it'd be merited to adjust the damage to like 200x4 or 150x6 or something.
10. Large missile changes just feel excellent all around.
11. Very happy for the Shock Repeater and Resonator efficiency buffs!
12. Disintegrator says that it counts as an Energy weapon for stat modifiers, but it always felt more like a ballistic to me. I dunno, food for thought.
13. New Burn Drive feels really, really nice, but it'd be good if there was a slight delay before it could be cancelled, so that double tapping it doesn't just waste the system. Definitely helps make the Legion and Onslaught a joy to pilot now.
14. Really happy with the recent DP shifts to the Brawler, Wolf and Omen. They're sorta exactly where I'd expect them to be. Wolf (P) got kind of left in the dust though, being significantly worse than the base hull but without the DP adjustment made to the Shade, Afflictor, Vanguard
15. Lasher is easily my favorite frigate at this point. It kind of already was, but even more so now :p
16. Manticore feels a ways above par with two Medium missile slots plus a Large plus a healthy amount of dissipation, even disregarding its system (which as an aside is very cool).
17. Either Eradicator flux seems high, or Falcon flux seems low in the current state. Too early to make complaints, but...
18. The Tempest's Termination Sequence feels weak at the moment but you've already addressed that, I think.
19. Not a huge fan of the way Ballistic Rangefinder has a 6/9/15 cost while High Scatter Amp and Advanced Optics have to suffer with 4/8/12/20 and 5/10/15/25, respectively. It seems like an unnecessary OP tax (or conversely, Ballistic Rangefinder is too cheap for what it provides :p). Also sad that the latter two are now incompatible with each other - it seemed like they cost was an appropriate price for the synergy between the two.
(I haven't played around much with Phase Ships yet, so no comment there)
20. Overall very happy with all the new skill changes. Current standouts for me among the new stuff would be Ordnance Expertise and Support Doctrine (20% DP reduction feels much too high, in my opinion. This applies to a lesser extent with Derelict Operations, but Support Doctrine also comes with huge increases in combat power.
21. Random QOL thing - swap the placement of Impact Mitigation and Damage Control so the three Support Doctrine skills are all beside each other.
22. Some of the "Affects: " strings seem a bit off now, like the nav rating Coordinated Maneuvers affects officered cruisers and capitals, and the difference between "fleet" (in Hull Restoration) and "all ships" (in Derelict Operations) is lost on me.
(okay, wasn't all that quick I suppose, but yeah)