I updated the pirates in 112 for my personal mod, they had no research, so that meant no capitals, even though they were listed. So i changed that, took the Tech research from the playertech.entity and copied it over to the playerpirate.entity and then doubled the strength size and weights for the pirates in the gameconstants.entity as well.
I put a derivative abilitydomination.entity in the abilities slots of the pirate ships, removing the 6th level requirement, called it abilitydomination2.entity so as to not change the original. Lowered the cooldown time to 0, though kept the cost at 150 antimatter, so as to not get too crazy. 
Anyway, now the Pirates have caps and full research which means star jumping and wormhole travel as well. 
And they can capture pretty quickly, though only frigates, though they are fast at that. Only caps can counter that now. 
Though, to be honest with the new 114 and Entrenchment Beta 3 i cant change any of the Beta 3 values at all. 
Myabe soon, though.
-Teal