Well, the general audience of this game likes large fleet battles with LOTS of ships.
Here's a break down of titans currently from my testing which requires watching how many banks, heal times, etc.
Titans appear to do somewhere between 500-600 DPS to all targets.
This is tracked by surrounding a titan with multiple frigates and checking how many are damaged.
Loyalist appears to have 2/2/3/3 (front/back/left/right)
Rebel appears to be 1/2/2/2
Titans have ultimate class abilities at LEVEL 1, with LOW AM costs.
You have to look at abilities like missile barrage or volatile nanites to find something comparable to level 1 titan abilities.
Or a pay up ability on Star Bases like Meteor Storm or Self Destruct which are easily avoidable.
Further the AM requirements are less than abilities like Radiation Damage which is a fairly weak ability.
Titans per level stat increases are huge.
Excluding the passive upgrades, Titans have extremely large per level increases for durability.
What to do about it?
I'm a fan of early game struggle and build up to critical mass, but also want the titan to be an early viable option.
If I had my way the huge per-level stat increases would be reduced ALOT, like to only a couple times the Battleship or Siege capital levels. I would then balance Titan Durability and Damage using the Passive abilities.
In terms of damage it might make sense to add weapon unlocks to the passives, somewhat similar to how starbases unlock weapons. This would NERF early game damage, but still allow for a Titan to significantly increase it's damage output with each weapon unlock.
I'd also look at rebalancing Titan abilities. Their AM and cooldown are extremely low allowing a player to spam all the abilities pretty much all the time in battle. Making the AM/cooldown much higher (like ultimate level) would limited early game use, while buffing the passive Abilities to have more impact for later game usage.
In short I'd NERF the hell out of base per level increases, damage output (by locking weapons) and ability AM/cooldown costs. I'd then BUFF the passive upgrade choices for Durability, Weapons (unlock additional weapons), and Ability to increase AM and decrease cooldowns.
This would require the player to make choices about how the Titan will grow from early to mid-game.