Fantastic mod, thank you for all of your hard-work! The new update is great for creating some of the smaller ships I had in mind! I have a little feedback I'd like to present:
With the recent update, a lot of numbers got changed. As a for instance, the standard macro cannon got seemingly both a range buff (450 meters) and a damage buff (50,000 damage per shot). The heavy macro cannon however, seems to have not gotten a damage buff (it still says it deals 20,000 damage per shot). I'm not sure if this is simply an error with the tooltip, or if the weapon itself just wasn't buffed.
The new frigate bridge is an awesome part, and in of itself has no issues. However, it seems to have a longer sensor range than the much more expensive and larger command bridge. According to the tooltip, the frigate bridge as 1000 meters of sensor range, while the command bridge has only 900 meters. Not a huge issue, but it definitely seems odd to me that the larger control room has less sensor range.
The plasma drive engines did not seem to receive a change with the new update, making them effectively slower than they were before, as the new Cosmoteer update increased the "space drag" ships encounter.
Some weapons seemed to get differing buffs to range and speed. As previously stated, the macro cannons now have a range of 450 meters, but some weapons, like the macro-repeater battery did not get any sort of range change. This coupled with the overall boost in range of most of the vanilla weapons makes the macro-repeater cannons have awkwardly limited range, barely any more than the electro-bolter (which now has a range of 180 meters).
The ammo factories (particularly the light shell factory) now use more power when creating ammunition. While this in itself is fine, the problem arises with how little power the factories themselves actually hold (only 2 power). This creates an issue where the factories can only produce a few shells before completely running dry on power and shutting down. They tend to only operate for a few seconds at a time, even when there are plenty of crew and power sources nearby. I think buffing the overall power capacity of the factories themselves would fix this.
Now this is a serious balance nitpick, but I wanted to mention it anyways. The lancer weapons struggle quite a bit against shields, and generally seem to lag behind their cannon-counterparts for a few reasons. Their low rate of fire, and inability to pierce shields even when weakened, makes it difficult for them to deal significant damage, without support from electro-bolters and/or cannons. The weapons were buffed in this last update it seems (they deal more damage than they used to), but they still seem slightly on the weaker side in comparison to the cannons, and especially when factoring in their high cost. Overall, it often feels more cost effective to utilize a higher number of cannons rather than a lower number of lancers. Perhaps the lancer weapons could do slightly more damage to shields in particular, or have a slight buff to how long the fire and/or how often they fire to increase their effectiveness. Once again, this is an incredibly nitpicky thing, and doesn't detract from the mod in any significant way.
The sprites in this mod are absolutely fantastic, and are incredibly high quality. The cannons, lancers, engines, and armor look fantastic, but I think the macro-repeater battery could use a small facelift/retouching, much like how the heavy macro battery's interior was re-done. Obviously spriting and working with the art is incredibly hard and time-consuming, so I don't wish to put any pressure on anything.
Thanks again for all of your hard-work, this is a fantastic mod and I look forward to future updates!
Cheers!