Game balance development?
Siege frigates- with their ineffectiveness, high cost and high cap space these seem to be just a handicap to the AI after the early game in the original. Yet Entrenchment seems to have added a second specialist siege frigate, for long-range structure attack? The price for the originals might be daunting enough at half the cap space- and while it might be understandable that carrier cruisers have high cap requirements (which could be made higher), historical siege frigates tended to have less crew than regular frigates.
Flak frigates- without proper guns these frigates could cost half their current price in the original game, as they have no real function other than to counter strikecraft, which cost nothing, and they take longer to build than regular frigates.
Carrier capitals- has anyone else noticed that siege capitals level quickest and carriers slowest? They could possibly have another squadron at the start, to make them more competitive.
Marauder- it would be great to have a raider type of capital ship, but the current original game Marauder doesn't have the ability to destroy structures quickly enough after it gets past a blockade- perhaps it could use some dedicated anti-structure weaponry, and maybe even offensive minelaying capacity. Has the expansion made the raider ships more or less valuable?
More generally with the capitals, the astronomic price of updating logistic support for them might be useful to revise, as it just prevents capitals from being used and I'm not sure why this is desirable? How about a system where there was no extra support cost, but each crew was still trained separately? The screen would then show your 'crew bank' instead of support level. Though you could still buy crews at increasing cost, if you had an L2 capital you could lose a level to make another crew- and Resurrection might be both more effective and easier to implement?