Ok I have some feedback about the Azorian matrices
I think you changed the wording slightly from the telemetry package, but it works exactly the same as the telemetry package. It applies an uncapped range modifier based on the NET ECM value of the two fleets in combat, not the total. "Total" ECM would be absurdly broken as you'd end up with a value approaching 100 in some cases (simply adding together each of the fleets' ECM values as positive numbers). In my mind, anyway, that's what I think when I hear "total" ECM as opposed to something like net ECM. I think in the original telemetry package hullmod you clarified it would be either a range increase OR reduction, whereas the intrinsic azorian matrices only says it'll be an increase. I was fine with this because the hullmod was OPTIONAL.
Anyway, I take issue with making that hullmod the Volantian intrinsic thing. For me personally, it makes the mod near unplayable, as it very much FORCES me to play the whole game as close to the "default strategy" as possible, using conventional frigate spam and building into ECM to excessive degrees just to avoid my range being reduced by 60%. Particularly in early game, it's straight up impossible to work around unless you take that one ECM skill and/or get lucky and find the ECM package hullmod super early on. You could just as easily make it so the hullmod only applies a bonus to range if your own ECM is greater than the enemy's, thus making it exceptionally rewarding to spec ECM but not absolutely required to have a decent chance in combat.
It's mostly a personal issue, as I simply don't have the desire OR mental capacity to play Starsector "conventionally" and micromanage large fleets such as would be required to not have my experience ruined by -40% range constantly, but objectively speaking I do still think it's an unnecessarily restrictive feature. From a mental standpoint I simply can't effectively strategize on any remotely large scale and I've always been hesitant to trust the AI with complex orders anyway, and from a role-playing standpoint I get very tired of the whole convention of throwing a cloud of 75 frigates ahead of any actually capable ship knowing damn well they're all going to die for no good reason and I'm going to have to deal with unnecessary crew losses and d-mods.
I will say I do like the bonus to maneuverability based on top speed modifiers, but if that part of the hullmod also reduces maneuverability if you have a net reduction in top speed for any reason, then that's also a problem.
The flux network max CR reduction was fine to work around as I usually drag around a huge variety of ships, so not being able to have a giant fleet of purely Volantian hulls wasn't really that bad (though I certainly wouldn't have complained about having that freedom), though the automatic application of the makeshift flux network hullmod was kinda questionable at best and that's nice to not have to deal with. That being said, the issue was only the automatic application of the makeshift flux network, not the existence of the intrinsic flux network hullmod.
I dunno. I think it's a much bigger issue to me than it is to anyone else, but I like the mod and I hate not really being able to have fun playing it because of this one hullmod that was previously optional.