ok. both easy questiond 
1) theres two ways to do this, first you can open up the Squad(race)Combat.entity or the Squad(race)Bomber.entity and modify how many craft are in a squad, or two, open up the Capship(name).entity and modify how many it carries (thers a secton called "commandPoints" which is how many squads it carries.
For a cap ship:
ExhaustParticleSystemName "Exhaust_PhaseBattleship"
ExplosionName "CapitalShip0"
CommandPoints
StartValue 4.600000 <--- how many it starts off with at level 1
ValueIncreasePerLevel 0.200000 <--- how many it gains per level.
weaponCooldownDecreasePerc
StartValue 0.000000
ValueIncreasePerLevel 0.030000
weaponDamageIncreasePerc
StartValue 0.000000
ValueIncreasePerLevel 0.050000
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_PHASECAPITALSHIP"
formationRank 0
minShadow 0.000000
maxShadow 0.800000
For a Frigate
maxNumCommandPoints 0 <--- frigs do not have levels.
NumSoundsFor:ONATTACKORDERISSUED 3
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_0"
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_1"
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_2"
NumSoundsFor:ONCREATION 1
SoundID "FRIGATE_TECHLIGHT_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_0"
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_1"
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_0"
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_1"
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "FRIGATE_TECHLIGHT_ONSTARTPHASEJUMP_0"
MeshName "Frigate_TechLight"
ExhaustParticleSystemName "Exhaust_FrigateTechLight"
ExplosionName "Frigate1"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_TECHCAPITALSHIP"
ability:0 "AbilitySabotageAntiMatter"
ability:1 ""
ability:2 ""
ability:3 ""
MaxAntiMatter 200.000000
AntiMatterRestoreRate 0.500000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 0
minShadow 0.100000
maxShadow 0.800000
For a hanger defence (last lines in file)
squadTypeEntityDef:0 "SquadPsiCombat"
squadAntiMatterCost:0 75.000000
squadTypeEntityDef:1 "SquadPsiBomber"
squadAntiMatterCost:1 125.000000
baseCommandPoints 3
2) the first part is modifying the Planet(name).entity (if your looking to add new planet bonuses) the second part is opening the (map).galixy file and editingthe green highlighted points (these affect the frequency of artifacts as well as bonuses).
TXT
versionNumber 2
isBrowsable TRUE
browsePictureName "ScenarioPicture-UserGenerated"
browseName "IDS_CUSTOMGALAXY_NAME_USERGENERATED"
browseDescription "IDS_CUSTOMGALAXY_DESCRIPTION_USERGENERATED"
isFirstCapitalShipIsFlagship TRUE
randomizeStartingPositions TRUE
planetArtifactDensity 0.500000
planetBonusDensity 0.900000
homePlanetUpgradeLevel:Population 3
homePlanetUpgradeLevel:CivilianModules 1
homePlanetUpgradeLevel:TacticalModules 0
homePlanetUpgradeLevel:Home 1
homePlanetUpgradeLevel:ArtifactLevel 10
homePlanetUpgradeLevel:Infrastructure 2