1. Lots of Engrish and typos. English isn't my native language either, but I would advise you to get help from someone that could do some proof reading if possible ;
2. The Foederati doesn't spawn on markets. At all. It's because it's not listed in the default_ship_roles.json file. Adding it to CombatLarge and CombatFreighterLarge fixes it entirely ;
3. About default_ship_roles.json : the combined value of all listed variants for a ship should be equal to 10 or less in general. If a ship has only one listed variant, it should be set to 10. Example below :
"acs_barnabas_standard":5,
"acs_barnabas_support":5,
"acs_barnabas_p_standard":10,
4. The Chain Thumper and Mega Thumper make my ears bleed when firing. How ? Because they have 2 sets of sound : one sound for spinning the barrels and one sound for the actual shot. Both weapons fire so quickly that the game spams the first sound (the "spin the barrels" shot). I advise you to disable the first sound for both weapons to avoid this issue (this is what vanilla does for the Storm Needler for example) ;
5. The Lasguns and Lascannons are treated as Ballistic weapons instead of Energy weapons. The result is that those weapons are buffed by things like Accelerated Ammo Feeder or Ballistic Mastery. I don't think that should be the case, but it's just my opinion ;
6. The Phaeton MK.II has a better, more aggressive ship system than its pirate version the Phaeton MK.IV (Raider Lunge on MK.II vs Skirmisher Lunge on MK.IV). Shouldn't it be the other way around ?
7. Your ships are spammed on the black market. A lot. To the point they almost entirely replaced all the other ships. I think it would be better to reduce their frequency (by modifying the HullFrequency line in the factions files) and to better distribute them between Scavengers / Pirates / Independants ;
8. Taking a look at the weapons_data.csv, many weapons have weird tags. For example, the Chain Thumper and Mega Thumper have the "heX" tag when they are fragmentation type weapon. Doing tags and hints for weapons (and ships) is a pain in the ass, but I would advise you to take some time and clean them a bit because it makes the AI fleets using some very very weird loadouts ;
8. Balance :
I know that balance is subjective, but many of your ships and weapons are, frankly, totally overpowered. Your ships tend to have, in combination, high hullpoints, high armor, high number of ordnance points with a low amounts of weapons mounts (meaning lots of Ordnance Points for vents / hullmods), high base flux capacity and dissipation (especially on your destroyers) and quality weapons mounts (lots of Universal or Composite mounts leading to missiles spam) and they are on the lower end DP wise (6 DP for the Ripense for example). As for your weapons, some of them are basically perfect : long range, extremely high flux efficiency, good accuracy, good damage. They overshadow all other weapons in their category ...
- Ships : for example, the Comitatenses sports high hullpoints that is better fitting of a cruiser, good weapon mounts, high armor and good/very good base flux dissipation/capacity and on top of that it has an extremely powerful ship system (Lancer Lunge) that lasts a lot of time (even more with an Officer with System Expertise) and further increases its defensive and offensive power ... Another example is the Foederati. It only costs 20 DP when the Shivari (which is far less strong but it's still good) costs 25 DP ?
A very good example is the Onslaught (P). It should cost 60 DP (!) at least. It can aim all of its Large Weapons forward meaning it has 5 Large Weapons that can fire at the same target. And you gave it a ship system that fixes its poor mobility. I know Pirates are crafty people, but it's way, way too strong for Pirates and in general in my opinion. I know it's inspired by HMI Unique Onslaught (P) which can also fire all of its Large Weapons forward, but the HMI Onslaught (P) has less Ordnance Points and its mobility system has a few downside (biggest being you can't cancel it) and a very long cooldown.
Do note that it's not the case for all of your ships. Some are underpowered in my opinion like the Kerberos (1.4 shield ratio is way too high, especially for a frigate) and the Thanvare (again, 1.5 shield ratio is way too high in Starsector and it kinda breaks the AI since it doesn't have good Flux Capacity to compensate).
- Weapons : for example, the Kothar Assault Gun has 1000 range, an insane flux efficiency (something like 0.43 from memory) and good accuracy. Why would I ever want to use any other High Explosive weapon on the Eradicator ? It overshadows both the Heavy Mauler and the Heavy Mortar ...