Health/DPS/Armor: Sure, it is supposed to be a tank.
No to SC on this or anything else. I think they finally got it right.
GRG: No. You are sidestepping the problem. Boost its power so you can use it mid-game and still get good results. Make it knock down mitigation or something so you could punch through enemy shields. Honestly, if that doesn't happen in the actual game or GRG doesn't get some super damage boost or a special ability, I'm sticking this on in my mod.
FB: No. Give it a bigger range or reduce it to say 75 AM. Don't make it twice as powerful.
Health: Maybe a bit..
Animosity: I'm okay with that, though it just doesn't feel right... Maybe something else, but idk... Ani needs something...
Jam Weapons: That would be interesting, but you would need to change the name to something else... Overload Weapons? I don't know if this would even be good..
Domination should stay the same.
No to Health/DPS upgrades.
Yes to DG.
Capital Planet Killer:
Yes to incendiary shells buff.
No to SC, yes to Guidance.
Redux SB's cooldown and AM cost slightly, but that's it.
Capital Colony Ship:
- Targeting Uplink: Maybe.. Idk... I don't ever use it...
- Colonize: Sure.. It needs a boost...