Some mod feedback:
1. The Tigershark class is unbelievably tough to pin down and the built in cannon system is nasty at all ranges. The plasma drive special makes it better at being an Aurora than the Aurora. It is appropriately named because a fleet that mained these things would be...
...well indeed that would truly be a "vengeance fleet" composition. Good thing such a fleet doesn't exist

2. The 14th fleet having so many strengths:
a. Massed emp drone squadrons that forced me to employ 360 degree shielding and all-around, medium range PD. Even 300 degree shield coverage wasn't good enough to prevent "flameout!" and dead ships.
b. "infinite ammo" missile systems was a tech that I had to scavenge and use a fair amount of to stay on par.
...however once my fleet was set up to counter these two aspects...then the conquest campaign could begin...
c. The secret killer for the 14th and Trinity is the shield busting "dust sprayer" weapon, especially mounted on a fast cruiser. That was the system I simply had to stay out of range of.
3. The greatest weakness of the 14th and Trinity fleets is their shrike variants. Those things are the "prey animals" on the tactical display. They will dart in, find themselves at point blank with something that doesn't care, then try to brake and...too late. They must crew these things with convicts with a promise of a hearing if they survive. The 14th is better served to drop the class entirely and put their points in those "dust spraying heavy frigates that have the teleport-away special ability". However if it is intended for balance reasons to keep the shrikes in there...well then, thanks! Because all the help is needed when the "green guys" show up.
4. There was a hullmod (I think it is called the "Modernized Rangefinder") that would enhance the range of "archaic composite" weapons...but I wasn't smart enough to determine which weapons qualified.