I'd be surprised if there were a few 1v1 on ICO, as I haven't seen many, I suppose they might fill quickly and a game list would help, but there rarely seems to be one open.
If we are agreed that a random map can't be used for 1v1 balance, can any of the set maps be used?
What would an ideal balanced map be composed of? It should probably be mirrored, as has been suggested. One of each of terran, desert, volcanic and ice for each side seems good? Two roids and a dead roid each? Should the map be a multi, and with a wormhole, for the entire tech tree? How many neutrals and of what kind? Again, one of each for each player.., or only one of each asteroid belt, and a single gas, plasma and junk ? Pirates? Should the map be choked, or more open? How long a possible trade route should there be, without starbases?
The map that is perhaps most like this of the set maps is Storm Front.. though it is a single with no wormholes, and fewer neutrals. It has 23 planets to the random's 20, and only one volcanic, with 6 roids.
Other issues- I can't disagreee with most of Valkya's suggestions, though each of the factions would seem to be unstoppable! However the advice doesn't seem to be specifically for 1v1. Advent might be able to best force a fleet battle on a 1v1, where there is more limited opportunity for manoeuvre..? The Tec early material advantage is complicated, because the Akkan has very weak combat abilities, and improving its colony ability doesn't help them. Is quickstart an anti-Tec option... as early financial help for all factions means that the Tec advantage is much diminished? The mobile starbase is just not as effective as a threat when you are that much further from the enemy home planet, and as a choke, if there is just one choke then perhaps, but your attack will be diminished. Phase gates aren't a great investment on that sort of map, either- where else will your fleet want to be..?
On Hoshikos, perhaps I underutilise the unit, but it seems to me that at least Overseers can perform their function of making one cap invulnerable. Hoshikos cannot start healing until shields are down and cannot stack... they just can't either keep caps alive, or protect frigates and most cruisers. Unlike Overseers they will combine with heavies, but then Overseers might not have to repair heavies?
Guardians start healing instantly and have no targetting problems... As the health repair starts later, I cannot understand why the Skirantra is so disadvantaged compared to the Advent colony ship... the ability just repairs far less at every level. On top of which, Advent get bays that repair health- why? The other factions cannot repair fleet shields quickly at all?
However the last word on repair is the 'Battleball'. Advent ones exist, no other faction has them. They don't exist at all without Guardians... all you would have is a Skirantra type group. Perhaps any area effect healing- fleet healing- should be a capital class ability? If the Guardian ability was target-only, the ship would still be far more effective at healing than a single Hoshiko- perhaps as it should be considering the cost and the far superior secondary ability....
Well, back to cadets then, I have to read the manual. The Elite Warlords Lobby will be disappointed, though I had become slighlty less shevelled than might be considered fitting, in any case. Time to rest and preen.. 'Once the primary shield has failed, emergency generators are brought online to maintain this last line of defence throughout the armor..' I had considered that the state of the shield was maintained, so that when projected again it had the same mitigation, though only if passive shield regeneration was actively removed would there ever be no mitigation.. I'm not sure that I understand how phase missiles are supposed to both bypass mitigation using phase and impact on armour when the mitigation is 'throughout' the armour at zero shields..? The missile has to be out of phase to impact at all...?