Comments to things I have time to reply about right now.
Sadly I cannot change what the game displays on the infocards and what it doesn't. It just does that automatically, and it is not moddable. The best place to see what the upgrade does is on the upgrade's ability infocard, not on the ship that got the upgrade, but even there it might not display everything and I'm unable to change that.
Planetary Fortifications: What about giving the planet an additional health upgrade once the nukes are ready? Garrison gives 500 extra health, but after that your do can only guess what weapons are directed into orbit. So once you have nukes what about giving it another health increase?
I recently decided that the best way to show which planetary defense a planet have is to have a custom particle effect with a picture of a missile, railgun or nuke put above the planet. I haven't worked with particles before though so we'll see what happens.
More factional diversity: For example TEC Capital could get one additional starbase slot at their capital. IDK if it possible though.
Not just for TEC, but I've considered giving the "Home" type planet the ability to support two starbases for everyone.
As alternative to Pulse charged shells: Supercharge Rail Gun. "Divert all available power into the rail gun, increasing its firepower by 50 and its range by 30 %. However the enormous power requirements make it necessary to take away energy from the shields, weakening them by 25 %. If shields go are below 25 % ability cannot be used. Also movement speed reduced by 50 %. And the rapid firing cycle putts enormous stress on the rails, so it can only be used every 5 minutes. (Cooldown)
I'd rather not have upgrades give lots of negative effects; the player cannot choose when these apply, so upgrades can really only be applied to situations where I can do checks to ensure they are used in a situation the player would use them in anyways.
What about granting Milita Weapons an 30 % range increase?
Not possible to tie that to only friendly gravity wells.
Advent Loyalist still borderline op.... with your mighty culture and the further eco upgrades of the latest patch they now have the economy to steamroll anything but Vasari. Who for a change have to fight for their life against Advent instead of being mildy amused which brings up another topic.
I've nerfed their starting culture spread twice. If that's still a problem it might be the maps you're playing use a smaller size so the culture spreads farther. If so I need to know what maps you're playing, Randoms don't seem to have a problem.
Like in normal game Vasari are still somewhat op.
I'm still hoping the normal game will get fixed or at least better adjusted later, so I'm saving decisive action until it really is the last patch.
Savegame with Maraud Bug: