More feedback for you!
The mod is fabulous overall. All of the playable ships are super fun (well, the Revenant not so much, but carriers rarely are), the missions are well-balanced and challenging, the sound effects are awesome, everything looks gorgeous, and it all fits in surprisingly well with the vanilla content while filling a bunch of heretofore unfilled niches—it's just outstanding work all around. The Nevermore really stands out, though. The ship is an absolute dream, a perfect glass cannon, difficult but extremely satisfying to use well. Brilliant use of a built-in weapon and a cool new ship system. Blasting a Wolf or Tempest apart when he vents, thinking he's just outside your range, could hardly be more satisfying.
That said, I don't think you should go overboard with built-in weapons; it'd be a shame to make the squall cannon a Desdinova exclusive, especially considering that there's no HE counterpart to the heavy MG (a hard-hitting, short-ranged medium kinetic ballistic gun). The Hammerclaw is (in my opinion) also unnecessary as a built-in piece of the Gonodactylus; I don't think it'd be a balance problem to make that weapon or a similar one (maybe a beefed-up version of the rocket launcher you're planning for the Mantis?) universally available. The Gonodactylus would be well-served by a flexible (medium?) missile slot, too—I'm sure the AI would have an easier time with it—although I guess it'd spoil part of the lore. That ship, by the way, is totally weird and very satisfying to fly when you manage to use it effectively.
The Revenant, apart from not being particularly interesting to pilot, is too expensive FP-wise: an Odyssey is only one point more expensive and outclasses the Revenant in every possible respect except for speed. As a one-on-one combatant, the Revenant is certainly stronger than a Venture, but as part of a fleet I think they each have their strengths and weaknesses, with the Venture obviously providing more valuable fire support options than the Revenant. As it stands, I think the Revenant should be closer to 13 FP than 17, but maybe you could rework it? It's a cool design; it should have something to really set it apart from the other carriers.
The Locust and Krait are the only not-so-good parts of the mod. Nothing wrong with the art, and I like the concept of the Locust (I'm not sure the Krait is really distinct enough from the existing torpedo bombers), but both ships need some serious tweaking. Shields on strike craft are kind of a mixed blessing, putting the ships in great danger of being overloaded. With their 1.0 shield efficiency, a Krait or Locust will take 550 shield damage from a single HVD shot (and they're such big targets, compared to a Dagger or Xyphos, that they actually do get hit by big guns—not that they don't get overloaded by small guns all the time too). Considering that the Locust, with all guns firing, burns 490 flux per second while barely dissipating a quarter of that, and you have a recipe for disaster—it's at full flux in under three seconds, and almost anything will overload it. Even just to use all of its guns effectively, the Locust needs a higher flux capacity; I think it'd be better off without shields at all, with heavier armor to compensate. Might be better with fewer and/or lower-flux weapons, too. The Krait, since its weapons barely use any flux, doesn't fare as badly as the Locust (which is practically useless in its current state), but it is still very easy to overload.
Sorry if that got a little negative (apparently, that's my MO—and what else would you expect from a guy who calls himself harrumph, right?); I really do think it's an awesome mod and I can't wait to see it grow and improve!