In a simulation battle, a properly fitted Unsung piloted by a level... I think I was around 35 at the time? Character can take on (and win against) an Onslaught, Paragon, Astral, and the one other low-tech capital whose name escapes me at this moment. Autopilot has slightly worse performance (I think it went 2 for 3, mostly on account of the AP being really bad at focusing its shield against the Paragon's Tachyon Lances, so it eats a lot of EMP), but it's still doable. The only things you really need to do is primary the Onslaught ASAP, maintain shield against the Paragon's Tachyon Lances, and don't let the other low-tech capital get close enough to sneak torpedoes past your shield.
It's not just a 50% difference or so but like a 300% difference, including weapon costs. Same goes with CR and supply usage.
No; weapon costs are only relevant if you are buying and using Neutrino-only weapons and comparing against vanilla weapons. Many of the fits that suit my playstyle rely on vanilla weapons (e.g. an Unsung with 6xTachyon Lances, 6xPulse Lasers, and as many TacLasers as possible can essentially win fleet engagements without ever being engaged with the right hullmods - Optics, ITU, and Integrated PD AI at minimum; although, admittedly, a better fit replaces the Pulse Lasers with Antiproton Beams and the Tachyon Lances with Neutron Lances).
CR/supply costs are entirely different from ship buy price cost, which is what I was referring to. Even then, a half-way decent pilot can easily win engagements where they're outmatched (but not obscenely so; there's a limit to how much player skill can accommodate for overwhelming odds), regardless of vanilla or mod, and most engagements result in a net profit of supplies, even after accounting for repair costs (which ideally are 0) and resupply costs at a station, and even travel costs to go from station, to a fight, and back again.
I wasn't talking about how vanilla balances it, I meant that as a general rule in the world high tech is better than low tech.
Real-world balancing has exactly zero relevance to
Starsector in general (and the Neutrino Corp. mod in specific). If you want to bring real-world mechanics in, then we should first address the fact that
Starsector has two (nontrivial) spatial dimensions, but the real world has (at least) three observable spatial dimensions. That seems like a much more significant issue re: balancing
Starsector as a whole, since it affects the entire underlying gameplay mechanic, and should be fixed before going forward with any other mechanics or adjustments.
-- Griffinhart