Making Kol effective is simply a matter of ability reworking. Core values of the unit itself are fine.
Flak Burst: currently offers no cover from SC to disrupt the alpha-strike of bomber swarms. Both JamWep & TKPush completely can negate the initial damage runs of a huge bomber swarm prolonging the useful-ness of capships immensely. I believe Flak Burst should be changed to a duration effect with damage over time as the SC fly through the AOE and a debuff to accuracy for a period of time after being hit by the flak. Perhaps figures as follows:
AM Cost: 75-85-95-95
Cooldown: 20-15-10-10
Duration: 10-13-18-25
Range: 3000-3380-3760-4140
DOT: 8-10-12-15
Accuracy Debuf 20%: 30-40-50-60
This provides cover, damage support and removes the obnoxious micro-intense requirements it currently has for usefulness.
GRG: Actually not terrible once you solve the AM problem but needs a more powerful debuff. Or it needs a secondary AOE effect which is what I advocate. Something like "Projectile splinters on impact damaging nearby objects" and would do 25% of normal damage against 5 targets within 1200 range of original target.
AFF: Effect at each level should be cut in half and made passive.
Easy Peasy Lemon Squeezy. Best of all, none of this requires code breaking changes. All of the needed modding is available. I could mod it myself if I had the time to mod.