I'm mostly a LAN gamer and a complete unknown on the forums, but I've done a bit of homework on balancing issues and I'd like to put in my two cents with the hope that a good mod-maker or a developer will read my post. I'll divided my thoughts into sections on unit counters, weapon types, and special abilities. I would be very grateful for any criticism or discussion. I also realize this thread, in spite of being the right topic, is a bit old, so I'll try to put this on its own if it doesn't get a response for a while. Anyway, here goes...
Unit counters
The basic counter structure of the game would work very well like this. LF counter carriers, which counter LRF and HC with fighters and bombers, respectively, and LRF and HC counter LF. A nice, neat rock-paper-scissors triangle of HARD counters. Each point of the triangle counters a special unit that is not part of the regular battle line. LF counter support cruisers, LRF and HC counter capitals, and carriers counter structures/starbases. I see fighters and LRF being common early and then evolving to raiding/counter-bomber ops, with bombers and HC eventually displacing them in the main line of battle as the game goes on and players focus more on clearing out grav wells and destroying the enemy fleet for good. Every single unit in this system is viable and could be used.
I'm sure many of you already see why this system does not exist. First, I'm forgetting a basic, tier 2 combat unit: flak. Flak provides a sort of strange, soft counter to LRFs because of its durability and even the LFs that currently are supposed to counter it can't kill flak quickly and get annihilated by even small numbers of LRFs before they can do the job. Flak also makes sure that fighters are completely useless, which in turn worsens the lot of LFs who can never have sufficient fighter support to fend off LRFs. LFs tend to make a slight comeback late game once HCs begin to replace LRFs and bombers, which can survive flak, can cover the LFs as they hit late-game support cruisers and carrier swarms. In summary, fighters and LFs are not truly viable units--this is a problem. Second, in my ideal world, carrier caps do not turn the "LRF/HC counter capitals" idea on its head.
How could this be fixed? To solve the first issue, I'd propose making flak slightly less durable (especially vs. LFs) and about as effective versus fighters as it is versus bombers currently. Fighters AND bombers would be able to get in a few good runs on a fleet with flak and there would be a viable early-game flak-killer without having to wait for HCs. This benefit of these changes would be to make the oft-spammed LRF a less dominant unit without messing with it and make the grossly under-powered fighters and LFs have a real place in the game. The danger would be making strike craft overall the new over-powered unit. I believe, however, that the effect would be to make flak a quick, cheap-to-build defensive unit that let someone fend of strikecraft until they got a fighter force (based out of more expensive carriers) of their own up and running. "Air superiority" through fighter production would be important even in mid-late game and the bomber spam folks complain about would be less prevalent with fighters back in the sky. To solve the second issue, I'd propose a change in tactics, not the game itself. With fighters back in the picture, bombers (and carriers that currently spam them) would be less of a factor. Since fighters are near ineffective versus anything except LRFs and bombers, strike craft swarms (being more fighter-heavy), would be less damaging to fleets in general. Thus, my proposed changes flow through the counter system and self-regulate.
Weapon types
Each faction has three primary weapon types which, when upgraded, improve certain types of units. They are, for TEC/Advent/Vasari, the AutoCannon/Plasma/WaveCannon group, the Laser/Laser/Pulse group, and the Missile/Beam/PhaseMissile group. The AutoCannon/Plasma/WaveCannon group upgrades HCs for all factions. The Laser/Laser/Pulse group upgrades LFs and support cruisers for all factions. The Missile/Beam/PhaseMissile group upgrades LRF and bombers for all factions. The differences come with flak and fighters. For TEC, the AutoCannon/Plasma/WaveCannon group upgrades fighters and flak. For Advent, it's the Laser/Laser/Pulse group. For Vasari, it's the Missile/Beam/PhaseMissile group. I think that this system is fine as is and that the "all Vasari units use phase missiles" complaint merely serves to create a myth. However, there is a problem with how units are used in practice that makes this setup SEEM unbalanced to those who post in these forums.
Currently, the game favors LRFs and bombers to the exclusion of other units. This means that everyone tends to use the Missile/Beam/PhaseMissile group when upgrading. Vasari players, in turn, benefit disproportionately because this is also their "flak/fighter" weapons group. Advent players *really* suffer because they must rely on their below-average LRF. Ideally, each faction could focus on maximizing returns by focusing on their "flak/fighter" group to upgrade the largest possible number of units and get a nice edge when using the "other" units in the same weapons group, thereby promoting a bit of diversity in unit mix between the factions instead of just giving Vasari an edge all the time.
How could this be fixed? If all the combat units were truly viable, players could pick any upgrade path without fear of falling behind in the sacred LRF/bomber race. My proposed fix in the "unit counters" section would do this. I once read a post where someone asked, "What is the counter to a phase missile researcher?" If you're still out there and find this, the answer, after my fix, would be, "Invest in carriers with fighters and LFs to counter the Vasari phase missile units: LRFs, bombers, flak, and fighters." This poor man was having trouble, however, because the current LRF/bomber-dominated system does not let you escape the Missile/Beam/PhaseMissile group to DO that.
Special abilities
I will admit that while I am convinced I have a good answer to the issues in the first two sections of this post (modify flak), I am less certain of how to fix all the "OP" abilities in the game and will not be able to provide comprehensive coverage of the issue. I do, however, have a few good ideas for dealing with commonly complained-about issues.
I'll begin with defensive support cruisers (Iconus, Hoshiko, Overseer). In this group, I've heard that Iconus and Hoshiko are good, but overseers are not really all that cost-effective. I'd go with a simple solution: make overseers take less fleet supply to create. There's no reason to make them 7 fleet supply when Hoshikos and Dominas are taking up 4. I'll continue with offensive cruisers (Domina, Cielo, Subverter). I hear that Dominas and Cielos are a bit weak, while subverters are OP. From what I've seen, Dominas and Cielos are OK, but subverters are (please forgive me as I get on my soap box) MASSIVELY OP. Before I am mistaken for a Vasari-hater, let me explain. The subverter takes *very little* resources to create and only takes 5 fleet supply, yet it can be built en masse and used to indefinitely disable entire fleets with distortion field. Even one can stun over 40 units in a standard formation (I tested this by having one trigger its ability in the middle of a large formation of arcova scout frigates). Distortion field, after the range 8000 jump, is a channeling ability. It can be used 4-5 times in rapid succession before draining the subverter's antimatter pool. It jumps past repulsion fields (which it outranges), it outranges the Domina's suppression and the Cobalt's sabotage reactor (which can interrupt the channeling) and there is NO effective counter to it because even the LFs that are supposed to save the fleet from this sort of thing get stunned with everything else and NOTHING can get in a shot before the jump (strikecraft don't count--they CANNOT (and really should not), with their damage multipliers, take down groups of support cruisers quickly). I don't have a perfect fix for this, but I'll make a few suggestions. For TEC, if Cobalts were immune to distortion field, they could use sabotage reactor to interrupt the distortion fields--it'd make for an exciting race to pick off the subverters before the Vasari fleet annihilated the paralyzed TEC. For Advent, if the subverter's range were severly reduced, they could stave off certain defeat with repulse and shoot the subverters (remember, Vasari can already deal with repulse by outranging it with assailants). For Vasari dealing with subverters, deal with it--you can retaliate by making your own.
Now that I've gotten that off my chest, I'll briefly lay out my view on cap ship abilities. I have heard, and I agree, that some caps have abilities that give them only a small niche in the game (Dunovs, Antoraks, Kols, etc). I think this is OK. In fact, without carrier caps outshining all the rest (per my section 1 and 2 fix), some might make a comeback. The one ability that I hear, over and over, is OP, is the Skirantra's "scramble bombers." I think the guys who posted before me have the right idea and I support them: control the max number of squads from this ability that can be active at one time. It's that simple. 3/4/5 sounds good to me.
Conclusion
I could go on all night about other minor issues I'd like to address, but I feel that the gaming experience would greatly improve if:
1. We fixed flak frigates
2. We made subverters counterable.