Having a titan being able to keep pace with a fleet of frigates means that LRF now truly have little military value in multiplayer. This will force simplified game play which will reduce sins replayability over the long term. Since LRF won't be built, there is no need to build flak, and then there is no need to really build LF, except to counter a carrier spam (which isn't really a viable opener to begin with). This overall negates the usefulness of all the frigates in the game, and all the skill in using these becomes irrelevant. I would consider this a dumbing down of the game, as it currently is in beta 1a.
Frigates should be able to effectively retreat from a titan, at about a 2:1 speed(slower titans). Titans should be slow, having them fast makes the only viable team strategy to have everyone early titan and get fed early by the eco slot. This speed matching also allows titans the ability to thin a fleet by themselves, so they can't be xp starved. A titan that can't be effectively xp starved ensures that titans will always be the main strategy.
Titans are still too easily acquired in team play. If you just increase credit cost you won't decrease production time by much, players can still very effectively rush titan. Titans should require much higher tech and/or much slower level progression (about 3x more XP per titan level).
Not changing these fundamentals will result in substantial harm to sins replayability long term, as a single strategy for victory waters things down and will make the game dull and repetitive.