I really love this mod! It is the only faction I add on purpose every time (some mods add a faction as a side effect, not counting those). It fits the theme so well that I think it should be in the base game, while other faction mods often feel more like a reskin.
I also just saw that the first post is from almost ten years ago! And there's still active development, which is rare. Thank you for that.
So enough with the praise. Here comes a problem (I think it is this mod's fault). The Phasenet Tow Pattern of the Wrecker is causing a huge performace hit in a game I'm just playing. Quite likely exacerbated by other mods that react on ship stat changes. I found that after I refit a few Atlasses (added Militarized Subsystems) at a market and did nothing else the game came to a crawl. My hardware is borderline, but playable (it runs 60fps 10% idle with speedup at the start of a game only, I'm lucky if I can keep above 60fps without speed up later in a game). On the refit screen it's 60fps/50% idle, but with the Wrecker in the fleet that dropped to below 40fps/0% idle. Just putting the Wrecker in storage makes it jump up again.
The issue seems to be that the Phasenet Tow Pattern burn level bonus is constantly switching ships. When I hover over the question mark on the refit screen for an Atlas it sometimes shows "7 (+1)" (the plus one is from the Navigation skill) and sometimes "8 (+2)". Not need to leave the screen, just move the mouse off and onto the question mark repeatedly and the values will switch randomly. If I move the Wrecker into storage this does not happen, it stays at "7 (+1)" all the time. The lag is also gone immediately.
I don't know how you would fix this, if the phasenet should only apply to one ship when there are multiple "slowest" ships and the "slowest" ship status changes due to phasenet itself. Maybe make it more static, like adding a hull mod like a "Phasenet Hitch" and only the first ship in fleet order equipped with it gets the bonus? Although that's micro managing I'd like to avoid.
Unfortunately the Wrecker has to stay in storage for the forseeable future now. And I have to hope it doesn't spawn on an NPC fleet where it causes the same issue, where I can't do anything. Could you please look into that?