I'll have to say, i'm not too familiar with the Rogue. Haven't played with them yet, and i'm also wondering: did something happen to the archailect? Have they been started at all, or not? because i see them up top in the OP but i don't see them in R6.2.
Also going to have to apologize for what could be a massive wall'o'text, but i cannot currently get pictures of what i drew up sent to you.
I've done a quick notedown of a possible structure of the Cylon Military research tree, as that one seemed (to me) to have the most useless upgrades, since it was based off of the Vasari (for instance, the only weapon upgrade that actually did something was the Phase Missile researches, and shield upgrades are completely useless), and I just wonder about your take on a few abilities/research upgrades i've come up with.
First section is weapons research.
at tiers 1, 3, and 5, i have missile damage upgrades.
at 2 and 4 are missile range upgrades, which lead to a tier 6 research that was questionable:
Basestar Multi-targeting:
number of levels of research is your choice
Allows Cylon Capitals' missile banks target one extra enemy ship. That's not per research upgrade, but total. So it could take two or three points to research, but won't allow the extra targeting until the last point is researched.
This one i thought questionable because it could totally mess with balancing, so i wanted to run it by you.
At tiers 2 and 3 i have upgrades to raider damage (or autocannon damage, but it seems raiders are the only ones with that weapon type unless starbases do too, but starbase upgrades are in the defense research tree)
then, at tiers 3, 5, and 6 i have siege damage upgrades leading to a siege range upgrade.
Next section looks at Hull research.
Tiers 1, 3, and 5 are hull point upgrades, leading to tier 7 hull regeneration upgrade.
Tiers 4 and 6 have armor upgrades.
I couldn't think of anything more to put towards hull, but maybe a mitigation/PDS percentage upgrades?
Last section holds Ship Schematics and abilities: (note, forgot names of most ships, a fact i am ashamed of.)
tier 1 holds siegestar schema
tier 2 holds support 1 schema and flak schema
tier 3 holds a repair upgrade for support 1, and the LRM schema
tier 4 holds the carrier and support 2 schema
tier 5 holds the heavy basestar schema and another research to run past you:
Advanced Pack Mentality:
number of levels is 1 or 2 (depending on balance)
All raider squadrons gain +1 raider per research point.
Because, in the reimagined series, Raiders were made out to be at the animal level of consciousness, i figured that naming it "pack mentality" fit. Raiders are trained to work in larger squadrions.
Tier 6 holds the intercept ability for heavy basestars (taken from Kodiak Cruiser ability) and the anti-module schema
Tier 8 holds "Basestar Resurrection" stolen from Advent research to gain experience over time, and the schema for the Cylon superweapon.
Sorry if this is stepping on toes, and i'm attempting to learn how to program in researches for a mod, so i might do it on my own and separate from your work if you'd like me to, but i'd love to try and help out, as it seems you've got alot on your plate with this mod.
If you want me to i can try to find a way to send you a picture of the actual template i drew up (kind of messy but it works) so that you can much more easily see where the researches might go.