Right, so I have played with it for a few hours and I believe someone mentioned the weapon flux values all being a little wonky, but it is super noticeable on the Super Ship start. Likely just oversight errors, multiple frag pds have flux costs in the 1000/sec range for equivalent damage (Culverin has 1.07 flux/dam at 1.5k damage and like 1.6k flux/sec) They all seem to be of the same design philosophy of the vulcan pushed to its limits and I assume they should work more in line with something like your Fog of War frag pd at a much more reasonable .25 flux/dam? As it stands, the super ship start comes with a ship whose stock flux loadout is 6k weapon flux/sec with 2k dissipation at 50 vents. That was a funny start tbh. The weapons have some weird spots overall on that ship.
Auto Cannon: The Auto Cannon feels like a weapon meant exclusively for stations and AI and has massive damage. 3k effective range is funny, very very funny, but also means as a player, you can't realistically use that weapon range due to actual view range in combat, so what purpose is served by having it so high? The extremely low flux cost suggests just leaving it on autofire to snipe frigates? Is it meant to abuse small ships AI and dissuade engagement at all? That would fit the long-range commander vibe, for sure. Just seems excessive to me. Otherwise, I like that the ammo count theoretically means you can get in trouble if you increase fire-rate, but that is completely obseleted by something like extended mags or some hullmod out of the very popular MHM. On top of starting with 100 ammo, it means that consequence will only happen late into a very, very large fight if you're manually firing in any way. There isn't much semblance to Vanilla or typical modded balance with a 3k range weapon, even if it is a super weapon. 30 OP is a wise choice for cost, since it has so much going for it and is expensive to mount, but .25 flux/dam on an HE weapon? Big numbers, all around.
Dart-Gun/Shredder: These two I want to call strong, but when I compare them to vanilla counter-parts, I cant. Maybe the Shredder? But I don't see it being anything other than a neat side-grade. Trading range and accuracy for a bit of efficiency in the Dart-Gun, and losing some efficiency and accuracy for massive range on the Shredder. I like this, opening up build flexibility on a lot of ships with these options. I question the 1x3 emp for the Dart Gun. It's cool, it's flavor, but its simply too weak. Maybe the visuals make it worth it? I dunno, I like it, but don't understand it. Even slaving it to IPDAI for the light emp to affect missiles seems like a waste considering its now a 150 flux kinetic pd gun for missiles.
Volley Rockets: Holy *** what an insane kinetic shotgun. The 5/s fire rate means you will churn through the ammo fast, even with its 250 capacity, but that is some insane value on 75 kinetic damage a missile in a small slot for 5 OP. 5 OP is Salamander tier btw. I will be abusing this with ESR so hard, every ship will have a missile Commanders *** Kinetic down every other fleet's throat. Hundreds of dumbfire Micromissile making an impenetrable kinetic wall. The sheer amount of PD screening these guys do is absurd. Wow, I think they need a nerf, bad, but will be sad to see them go.
Wavemotion/Waveburst: Sick, awesome, cool. Wavemotion is an HE Beam Side/Upgrade. More Flux, but more HE beam damage, theoretically you would be able to use it less, since you're stripping copious amounts of armor off. The whole wave series feels like very competent sidegrades and more-over, they are just cool. I don't have any complaints, they are just neat.
Other than that, Prussia station is incredibly decked out. Wow, they look like one of my late-game colonies minus my Access Control Planetary Shield to stop Pather problems. The Path is gonna eat that place alive eventually. Balance and quality is in-line with JYD, visually exceeding it in some places. This is a good mod, I like it. I look forward to tinkering with it even more over the next few play sessions.