So, I gave this a try in the name of encouraging newbie modders.
As lots of other people have said, there are balance problems. Lots of them. Galloping, giant, fun-killing balance problems. Which is okay; everyone starts somewhere, I had my share of persistent issues. Some of these balance problems are conceptual; ship sizes and fighter bay quantities that break the UI.
I like the idea of really big, obscenely powerful ships; but something like that really needs to be implemented as an NPC module ship. It is flatly unplayable. Worse, it isn't actually fun to play; there's so little difference between autopilot and flying the ship myself. Either way, I just murderhosed anything that came close to me.
Second, and more serious: your mod crashes. A lot. It's buggy. It's badly buggy. I'm pretty sure it corrupts save files. You need to deal with that, or a lot of other mods, perfectly good, well-made mods, are going to take the blame for you until people finally figure out what's causing it. And that isn't good for anybody.
Finally, I think you could make an excellent mod out of this. All the base concepts could be reworked and polished to produce a perfectly fun, interesting mod. But I just don't think you're there yet. Please put some work into the stability of your mod, and put some thought into making your ships and weapons more polished and challenging. It's not easy, but I think it would be worthwhile.
I was actually hoping for someone would give me criticism about how the mod works on other people's perspective and how it affects the core gameplay when this mod shows up. Frankly, I disregarded most of it during my state of un-longing behavior in the past and to no avail become so arrogant that I built the mod without thinking anything else but to put concepts forward and onwards. I can't say how mortified I was realizing the mistakes I did and how it affect me as a person and how this mod actually reflected on what have I been doing.
Additionally, this habitual issue was persistent since the mod's release on 0.65a, which does led to terrible outcry ever since I left the forums.
While I can find ways to bring the mod up, I can't say much on how buggy the mod actually is. Most of the script is usually at barebones, most of it originated from the base, and the operating system used is an isolated Windows 7.
On the gameplay side, the wings are supposedly handled by how plentiful the crew is on a carrier, but since the OBA uses virtually pilotless fighters, the faction simply ignored this flaw as there is no significant code that disallows the launch bay from building more. The Red drones still need some work, especially when the craze for
Cancer barrages is already up in the air, which will be addressed by the next few patches.
I cannot do much on how the AI renders its attack patterns on the wings though, it has been there since the Red introduces attack drone ships as a ship system. Every time a ship is seemingly overwhelmed by fighters, it disregards the host and starts attacking the weak drones aimlessly despite how low the statistics value the fighters had. I could take the shields off them completely and focus on how their weapons are fired or decrease their maneuverability and deal with the ship statistics that controls the flux shield correlating to the weapons.
All I could wish now is to take the criticism for granted and feel terrible on how I ruined the Red and Blue mods, and myself as a person.