Mod is still being worked on...as in, it may not quite be done yet...for the most part, it is pretty final...as Darvin said, the only important thing that hasn't been addressed is phase missiles...pirates are the only other outstanding issue, but honestly they are so irrelevant and broken anyways, it really doesn't matter...
Giving the deliverance engine cannon shell an instant hit to allegiance would be nice, but I don't think it can be implemented...I'll have to look into it...if it's possible, it is a good idea...however, of all three factions the Advent need the least work right now...the main issue is making sure the Vasari aren't overpowered and the TEC aren't underpowered....
The novalith has significantly more economic impact since it reduces trade income...the kostura no longer affects ships...while the deliverance engine is still fairly weak, the superweapons are now close enough to where other factors will determine if the factions are balanced or not....giving the Kostura some pre-reqs may not be a bad idea regardless of the faction balance...having no pre-reqs is a pretty massive advantage...
Early and even mid game it seems that the factions are balanced...it's the late game where things may still not be perfect...the main issue is that caps in general are harder to kill, and the numbers have worked out just right and hit certain thresholds where Vasari caps + lots of overseers can be damn near impossible to kill...likewise, only the Vasari have the ability to kill caps quickly late game...
It is a rather ironic situation...by making LRFs and bombers weaker in general, the Vasari actually now have a greater advantage when it comes to killing caps...other factions loose their bombers a lot faster now, but with repair cloud the Vasari lose hardly any at all, giving the Vasari an even greater edge...in addition, with caps being more resilient against bombers and LRFs, PMs become even more important...
What is important is weakening the Vasari, but only in the late game...one possibility is weakening the PM techs that add a damage modifier (the last two that add +10% damage each)...I would be tempted to make each of those +5% instead of +10%...given how powerful PMs are, I think researching those two techs would still be useful and it wouldn't affect the early or mid game at all...
Another possibility is weakening the Vasari bomber...the best way to do this I think would be a slight reduction in HP...since the main issue is that 3+ skirantras can indefinitely keep a swarm of bombers alive, a HP reduction may make it more viable to shoot at least some of them down...
The main reason why I haven't made any major updates recently is because I haven't had time to play LAN games...it's likely I'll be doing a few within the next 2 weeks, so if Vasari seem OP still and TEC a little under powered then I may make additional changes...
I will say that when it seems the mod is more or less done, the final version will be released in both .txt and in binary...binary is nice since it loads faster, but people like being able to see the text files without having to use a converter, so both versions will be available...
MindsEye, when I get a chance I will look at your balance mod...