About abandoned stations, I think its better to have option to configure, how much you want them.
Also speaking of bugs, I found one, dialog with Horus Yaribay about "mutual friend" is bugged, but he works fine if you ask him only about missions: https://imgur.com/a/4pOAnx9
Personally I think abandoned stations aren't important enough to clutter up the start settings GUI, or even the settings files, with. At least nobody has asked for it before.
The dialog bug is in vanilla, I reported it a couple of days ago and David's fixed it for next version
Not sure if this has been reported, but you can actually invade planets while buying marines from the planet below you if you use invasion fleets to defeat the space station and don't engage any patrols. Beginning an invasion doesn't count as a hostile action that locks the market out, like blowing up space stations or ships does.
It works fine if you start the invasion yourself, but there's a bug where
joining an NPC-started invasion indeed doesn't cause the lockout. I fixed this yesterday, it'll be in the next update.
Has anyone had any issues with contacting the Remnant contact at Prism with the new version of Nex? I don't know if it's mod interferences or just the update, but I'm not getting the contact when I hit level 5 or level 10.
You're checking the Prism bar, right?
The requirements are: 180 ingame days have passed, you haven't seen the mission dialog before, the market where the mission is being given (usually Prism) is under independents control, and the mission generation hasn't broken in some way (like there are no other independent markets to serve as the mission target, and the contact person hasn't somehow been removed from the game). If the conditions are met and you're still not getting the mission offer, then something's going wrong somewhere; I could look at the save if needed.
edit: and as far as the weapon flux on the rem ships? well... i tried normal builds where i put everything into flux and reduced my weapons down to less then my regen and you know what? it got wrecked in simulations, but that 'autofit' build you noticed there where the weapons far exceed the flux? that thing for some reason does great. so ya im more then a little confused myself lol. i can only assume its the mod faction weapons involved throwing things off.
You don't want dissipation less than weapon flux, that's a complete waste. Offensive weapon flux (+ shields) being somewhat but not too high above dissipation (I've heard 1.5x being a good benchmark) is what you want, it allows spending capacity on offensive power without the AI (or a player!) running itself up to the edge of overload.
Also it depends on the weapons involved; the good energy weapons are all pretty flux-intensive, so rationing is needed.