So you don't think that something that can completely disable any amount of SC indefinitely is overpowered? Interesting.
Phasic traps is the problem, not the hanger itself. In fact, the hangar itself is quite underpowered, people currently don't build strike craft in order to conserve AM. The antimatter of the hangars should be rebalanced balanced according to their needs as hangars, and then phasic trap's cost should be adjusted to compensate for this buff.
They are not hard to make, if we can get Ironclad to add some player created maps to the map pool
An automated download system would be preferable, and then the fans could regulate it themselves.
Nah. You can keep a Vasari SB next to one, but it makes it static. You could build more but that is expensive. Also, there are some mad skillz you can use against them. Or just go by another route. Other factions have problems with a Halcyon parked next to an Advent SB. Halcyons disable any amount of SC 'indefinitely' as well, no?
Telekinetic Push is a capital ship ability that will swat away strike craft for ten seconds tops. Phasic traps is a hangar ability that will make strike craft disappear for nearly a full minute. Totally incomparable.
Furthermore, Vasari is extraordinarily dangerous to approach this late in the game. One wrong move with phasic traps and subverters both on the field, and your fleet will become mine fodder. There is no such thing as a safe approach against a well-prepared late-game Vasari.
What Advent need is a revision of their useless late-game economy tech and miserable superweapon.
Advent can trade-spam like everyone else, their late-game economy isn't really that bad, and allure is definitely a worthy 8-lab tech. The problem is that their 4-7 lab level is largely barren. A proper buff to resource focus would work quite nicely. As I've recommended before, starting at 35% production bonus and increases to 45% and 55% with its upgrades would be the way to go. A viable resource focus could go a long way to bolstering a civic-minded Advent.
Their superweapon is a little bit tougher, though...
I'd revert their Illuminators to anti-capital damage as well for the beta, see how that goes..
I'm sorry, I just don't see the attraction here. The LF is supposed to fill the role of anti-support cruiser, while the illuminator is needed for the role of anti-LF. A small buff to the illuminator's performance to make it more competitive is what is needed, not any over-reaching changes.
I believe that the maximum number of squads is currently a bigger problem than the "build up" time
Currently, yes. The problem I see is that as we begin to nerf it, the "build up" time starts to become the limiting factor again since perpetual scrambling is no longer viable. As I said, we need to get this ability so both of these are within a certain "sweet spot". Not too many and not too few bomber squads active at once, not too fast and not too slow a deployment rate. The exceptionally long turn-over rate of the current scramble is part of the problem, in my opinion, which is why I advocate the duration reduction to increase that turn-over.
I will add that: besides the huge number of squads that the current Skirantra can create, the use of the ability just prior to jumping is almost an exploit, in that you can avoid the 100 antimatter jumping penalty.
While there are a few abilities that can use this "exploit", it is only a real problem with the current version of scramble bombers. I honestly wouldn't shed tears if the ability was changed so that scrambled squads are lost on jump. In fact, that sounds like a very good change if it's feasible.