Only one thing I've seen that is a little frustrating is the gun runner faction has fleets EVERYWHERE ha. They seem to faceroll all the other factions by pure numbers. If i knew more about the scripting i would set it so that the other 2 factions have more fleets active at once, as that was an annoyance of mine in vanilla, not enough fleets going on at once.
I only put 15 fleets at once, same as pirates and the independent faction, but I guess thats a bit much in combination with pirates heh. TT only gets 10 while Hegemony gets 5 patrols and the defense fleet. Gun Runners only spawn 3 types of convoys - small smuggler group with the light carrier and 15 fleet points worth of fighters, large smuggler group with the medium carrier and 30 points worth of fighters, and raider group with max 30 points worth of frigates and destroyers (usually 2 destroyers + 1 frigate, sometimes 2 frigates + 1 destroyer, with varying destroyer loadouts). The smuggler groups are kind of focused though, they go straight to the other stations. The raiders simply raid the system. I attached a file to this post adjusting the fleets down to 5, although it requires a new game (or at least a game set before the gun runners launched their station) since theres no way to adjust numbers on an already placed spawn point.
As far as SF Extended compatibility, it has two things breaking compatibility with this mod:
1). The tritachyon.faction file. To fix this, you need to delete either his or mine and replace the other one with a merged file - I attached one to this post with my convoys in a file with his changes.
2). He has a generators.csv file referencing the default sectorgen (an unnecessary duplicate of the base game one, which causes mod conflicts if present - same issue the junk pirates mod had). It's not needed, so simply deleting it from his mod works fine.
-edit - removed the GR numbers adjustment, since I have it fixed up in 1.03.
[attachment deleted by admin]