Some more feedback on the Clade: While it's an awesome ship and grand fun to fly... the AI doesn't really know how to use its ship system. It's a neat system, and incredibly potent in the hands of the player, and I don't really want to see it removed... but I'd also kinda like to be able to give this ship to the AI.
And, unlike the Tartarus, I don't think I can write a "good-enough" AI for this one - you'd need to adjust the entire ship AI to match so it could, for example, properly aim a retreat, and ideally make the AI understand vent-cancelling, too; in my experience, it's rare that you actually want the entire jet distance. Now, maybe if I could get a hold of... I think it was Xenoargh that had a full ship AI written?
In the meantime, though, I'd suggest splitting the Clade into two variants:
The Clade-Alpha, which is the current model, described as a high-risk high-reward prototype version that's been largely discontinued due to issues integrating its ship system into standard tactical doctrine.
And the Clade, which would use something a bit more standard - maybe a phase skimmer, or a copy of the Mimir's lock drive, or even just classic maneuvering jets?
Or, hm... if you want something the AI knows how to use, but that fits with the current "Run away!" notion, how about a special maneuvering jets style system that scales its effect with current flux levels - so the ship doesn't gain much when approaching on low flux, but can make a controlled retreat under high flux conditions? That'd still need a bit of a custom AI so it didn't waste the activation at low flux levels, but that shouldn't be too hard to put together.