I think Harbinger got hit pretty hard, but I think everything else is doing fine. Notable that my experience is a little limited so far- hoping to fix that once I get more blueprints.
In what testing I did, it seems the AI has almost no idea how to use Phase Anchor so it's pretty much useless for them, which is pretty disappointing. I can't tell if it costs too much OP or not as a result: my initial thought working on builds was 20 OP vs 6 (for destroyer, for phase anchor vs the other one whose name escapes me) was pretty extreme but then again Phase Anchor's buffs are actually kind of crazy. I think part of its problem is the dive mechanic, which I'm not really a fan of it turns out. It feels like half the cost of the hullmod is just the fact you get a free pass on death and given all the other stuff in the game (reinforced bulkheads, captains passively making things recoverable now, Hull Restoration) that seems unnecessary, and also has the potential to be very annoying if you fight an AI with it (though as far as I know nothing has a variant using that hullmod, probably for that exact reason- but that's arguably even worse because the hullmod itself is very interesting otherwise).
TLDR: Harb feels a little bad but rest is good, AI needs to understand Phase Anchor, the Dive mechanic seems unnecessary bloat on the hullmod both OP cost and mechanics-wise