I've just tried a couple of matches as Empire & Rebel Alliance:- impressive, most impressive! If you like massive fleet engagements, even with the AI, then this mod is for you.
The construction of super-caps takes a bit of getting used to, as does the Imperial tech tree for super-caps:- you can only research one of the two super-cap techs as they appear to use the faction-switch that was originally proposed for Rebellion. Maybe these faction-switch techs could have more meaningful & unique names/descriptions to indicate that one tech locks out the other.
Planet bonuses appear to be quite scarce, the only one I noticed was a ship build-rate/cost + trade bonus. Shame really as the Star-Wars universe could be quite rich for that kind of thing.
Several capital and super-capital ships end up with unspent ability points. Seems to be caused by some ships, eg Alliance's Liberator & MC80a and the Imperial Class-I SD, starting with lots of abilities unlocked and abilities only having one level.
The description for the culture tech that unlocks the phase lanes between culture centres should indicate this ability. Converse is currently true - the ability states that it requires 'Cultural Monopolization', but you can't find that out from the tech tree, hence new users won't realize that this tech is actually quite useful.
It would be nice to make abilities, that require techs to unlock, unavailable until that prerequisite has been met, eg Alpha Strike & Ion Cannon Salvo.
There's a few icons that could do with fixing:-
* Imperial capital shipyard: hover the pointer over the Victory II and it's icon changes to a regular star-destroyer.
Rebel Alliance Miltary tech-tree:
* Advanced Fighter Designs has an Imperial TIE Interceptor icon, image of an A- or B-wing would be nice
* Category icons (eg Structural Design) are the same as the Empire's. Most category icons look fairly generic, however those for the Military tree look distinctly Imperial, eg a Star-Destroyer being constructed.