If light frigates hard countered corvettes than I think that early game balance would be fine.
Sounds great when you first read it, but this idea is plagued with complications.
How do you accomplish this goal? well, you could make corvettes have heavy armor (LF's target of choice). However, now flak do not counter corvettes and they don't counter themselves. This might not seem too big of a deal, but corvettes move all over the place, and you're going to have real trouble shooting them down with just LFs, so you'll have to do a slew of rebalancing involving hp, sp, and speed... assuming you dont touch the LF's stats at all.
Ok, maybe instead of changing the armor of the corvette, you want to adjust the anti-heavy damage to do well against corvettes? Corvettes have 'VeryLight' armor. Besides being idiotic for anti-heavy to do good damage vs VeryLight, you would then be making anything with anti-heavy good vs corvettes and fighters. This problem may be limited by the number of ships who can actually shoot at strikecraft, I'm not sure.
The real issue with trying to balance corettes in practice is that they need to have a proper armor type so that you can just say 'make LF hard counter them'. without it, you end up with numerous complications.
If the Revelation's guidance ability increased weapon range and RoF and decreased ability cool downs for friendly cap ships, titans and SBs then it could be much more valuable.
Sounds like a lot rolled into one ability. I do like your idea of doing one thing for capital ships and something else for frigates.
I would also look at the 'scout' tech. Is there really any reason to take a second level of this? how about a reason to use it in combat? How about making it cloak some of your ships or maybe that grants the range increase instead of guidance? That fits with the intelligence aspect of this power.
The Coronata needs more survivability. Also it's Unity Mass needs double the range (to match the Ragnorev's Snipe) and no cap as to how many friendly ships contribute to the damage output. AM cost and cool down would be changed accordingly. Subjugating Assault should only deplete AM when it converts an enemy ship.
I agree with your thoughts on SA. I'm not sure about Unity Mass only because I don't feel I can accurately compare it to the Ragnorev. I would also make structures work with SA, just to add to the fun of it. It's hard to get it to convert something, but it's fun when it does.