Have you given thought into how you can integrate Fleet Admirals into the mod? Off the cuff and tying into the base mechanics of purchasing levels in Sins, you could link each class of Admiral to a designated experience level. ie Purchasing a Vice Admiral directly levels your Flagship to lvl 2, an Admiral takes it to lvl 3 and a Solar Admiral takes it to lvl 4.
Not sure about that, because in many ways, to keep it fair we'd have to up the training time for higher experience levels, but what I was thinking was that because in this mod we're using antimatter to represent leadership (special orders use it and if you use too many you run out, and AC go through it rather quickly it's a good bit like leadership), researches that boost antimatter could be considered one half of the admiral's benefit, as the global effects are felt. His local presence is represented by higher level caps getting more antimatter, and all that remains is an ability for the battleships that increases another ship's antimatter, to represent rerolls. The other abilities will only get one level, and this ability will be the main ability point sink if we get it working right, if not there'll be two different leadership abilities to level.
Alternatively or additionally, your flagship (with admiral) could gain certain passive bonuses ranging from moderate experience gains for neighbouring capital ships to combat or economic gains depending on the relevant race (combat or negative culture for chaos[forget each mark of chaos!], combat for orks, economics for tau?). Forgive me if this is beyond the means of coding and modding in the game as I have no idea what the hardcoding restricts you boys to but i figured i might as well give you a few small things to consider.
This sounds good, to be honest, I like those ideas, and I'm thinking pretty hard about giving battleships a passive ability with effects along these lines (I'll see what I can and can't do) and that active to restore a ship's antimatter. Together, they should do a nice job of mimicing how a good admiral can really help your fleet use special orders when they need to.
Finally, just one last nuisance for you lads! Will the Deimurg make a cameo for the Tau? The Bastion and the Gothic are pretty much the only true direct combat ships in the Tau's (indirect) possession. Sorry for the barrage of questions but I haven't played BFG for years and the prospect of the first true BFG mod has perked my enthusiasm levels.
We're not sure what the Tau will get at the top of their tree, because we're going to have one unlock at the top of the tree that'll be really potent. Chaos will get the Planet Killer, the Imperial Navy gets the ever awesome Ramilies Star Fort, when we get orks done they'll get the space hulk, but the Tau (and Eldar) we're not as sure about. The deimurg are a definite possibility for the tau, if so, that'll give the 'lil blue guys an actual combat battleship, which would be very very interesting at the end of a big game. That is a definite possibility, and quite possibly the most likely.
Also, you're not a nusiance in any way, I appreciate any comments and suggestions, and they're a great help to ensure the mod is as good as possible.
Did you try the mod, by the way? If so, what'd you think so far?