Taking the 'more' as a cue, here are some other areas of concern, most of which seem to require little more than some tweaking of numbers:
Trade ships/refinery ships: why do these rebuild so fast? They have to have phase drives, yet they rebuild far faster that constructors. Is the bounty for destroying them working- do they even have any reason for existence at all? Could we consider slowing them down to perhaps half speed to make them easier to interdict? If they have no impact on the game what about the technologies that improve them, like civilian ship safety and the Advent retribution?
Colony pods are extremely expensive for the return.
Resource Focus will almost never be cost-efficient at the current level of boost.
Vasari volcanic population upgrades give far too little return for the investment.
More generally, refineries are only viable in exceptional situations, and could use either a cost reduction or some change to the mechanic.
Pinpoint Bombardment- is this some kind of cosmic joke on novice Vasari players? What is it intended to achieve?
Martyrdom- never researched in its current form, becuse of the lack of any effect.
Planetary shields- extremely expensive and high tech for the limited effect after the introduction of auxiliary government in Entrenchment.
Insurgency- again, Entrenchment had a severe impect on this high-level technology.
Wave weapons and other non-phase missile weapon upgrades- wave weapons are the worst, extremely expensive and with a very limited effect, but some others are almost as bad. Perhaps weapon upgrades which are not widely used by a faction's ships could be 10% improvements not 5%?
Advent hangars/hangars in general- the antimatter recharge rate is far too low on hangars at present.
Deliverance Engine- if this is only to give combat bonuses to a fleet, in which case it would be rarely valuable to have more than one or two, then it would be okay. However, if it is intended to threaten to eliminate enemy planets due to culture then it is truly woeful at present and does practically nothing, even against planets where the enemy hold is already weakening before the weapon is fired.
More generally the culture mechanic could use work, unless it is intended that there should be no purpose at all in building multiple culture propagation centres.
Carrier capitals- are about the only type of capital in multiplayer. I have suggested that it should cost them AM to build strikecraft, perhaps at 25%-33% the rate of carrier cruisers, but still some cost, as it reduces skill to have anything built for nothing. The Halcyon and Skirantra have received too many extra squadrons since all the carrier capitals were upgraded and are now substituting for carrier cruiser fleets, one reason being that they can still kite LRF while the carrier cruisers can't.
Everyone has their own opinion on capital ship abilities, but here are some generally regarded as rubbish- Shield Restore has become far inferior to Surge and the Dunov can't even heal itself; Animosity is totally ineffective; Subversion is far too situational and costs too much, if you raid a back area with a bunch of trade ports it does nothing; the Radiance equivalent of Gauss Rail Gun does twice the damage and is an interrupt plus disable; Guidance has been described as merely using up antimatter more quickly without providing any real benefit; Incendiaries do far too little damage.
Capital ship speeds are an area where some of the balance mods make an improvement- particularly the close combat battleships are made more viable with a speed improvement. After all, this is the principle of the game at frigate level, that greater range means less speed?