I have some fun replays to watch at http://www1.zippyshare.com/v/77977742/file.html, which although done with the dev exe (so I could play both sides) play fine for me. In both of these, a [stock/unmodded] level 7 Corsev with level 4 salvage faces a Progenitor of the same level with a balanced choice of Shield Restore (enough to fully restore Disciples) and Malice.
The first replay you should watch is "crazy salvage2"; it shows the power of the maxed out Salvage by committing just 10 Cobalts on the Corsev's side vs. 50 Disciples on the Prog side. The Prog side simulates taking the bait of trying to kill the Corsev (first); the result is that the Advent fleet is quickly annihilated! (Ok, the lonely Prog takes a while to die.)
The second replay, "crazy salvage+boom", pits 40 Cobalts vs. 50 Discples (equal fleet supply), but the Advent does the smart thing and tries to kill the TEC fleet first (using Malice), and it succeeds. This temporary success delays the TEC a fair bit because the Corsev needs about 10 Cobalts to accompany it to be effective in its boarding; this due to the "randomness" bug discussed in the first three posts here, i.e. the more fleet it has shooting at its boarding target, the higher the probability of successful boarding is. The catch however is that in a real fight both sides would send reinforcements, so after all the initial Cobalts are destroyed (just the emphasize how few reinforcements the Corsev needs) I started to trickle in LF reinforcements for both sides. Not only did the Corsev live vs. a fairly big Advent fleet because the TEC can even scuttle its own ships to feed the Corsev (and scuttling a boarded ship even gives the bonus health), but ultimately the Corsev leveled up its demolition to the max (gained enough XP for that) and took out the entire Advent fleet because the Prog's Shield Restore simply doesn't scale up; not even Guardians or 3-lab shield/hull upgrades can save the poor Disciples. (And I didn't even bother sending Hoshikos or early LRMs on the TEC side.) Note that these games were carefully played to maximize the chance of victory for each side within the stated parameters; if something I've done (or didn't do) appears suboptimal, please ask here. I only tried to establish which of these fleets would win a duel with and without ship feed (set to be fairly equal as well) not other things like build another capital ship, make a bigger econ, or destroy the enemy's econ etc.
Anyway, in a broader perspective of other ships considered fairly OP (like the Prog), the Corsev is even more so IMO. At least the Prog can be rendered vulnerable by depleting its antimatter. Good luck depleting the TEC ship feed; all TEC needs to do is scuttle a couple of frigates (even scouts) every now and then near the Corsev to keep it alive indefinitely in enemy territory. It's true that if depleted of antimatter the Corsev would be rendered mostly harmless vs. enemy ships, but that's still better than dead, and it can still bomb planets etc.
EDIT: Alas, the simple/easy recording "crazy salvage2" actually desyncs on playback; you can see the Corsev has enough AM to fire a demo team to feed itself but just doesn't do it and "stupidly" dies instead. (The second/long recording works fine though on a second playback I just tried.) I remembered testing the first one last night; maybe I did not. I tried making another recording like that just before I typed this, and that also desync'd thanks to the Sins of Some Game Developers. So, if you don't believe me that it's fairly straighforward for the TEC to win if the Advent focused on the Corsev, even with those heavily stacked odds, you'll have to wait until I manage to make a recording that doesn't desync...
Oh, and if you use those 7 level points of the Corsev to max out its demo team early, then the Discples all go out in two expolosions (which are capped 25 targets), with 30 or so Cobalts still remaining. (I actually have a successful recording of this, but it should be patently obviously from the other one what happens when the Corsev can do 1400 dps with explosions from the get go in that fight.) So demolition focus leads to a much, much quicker win for the TEC in this fight because the Shield Restore is rendered useless; it can't heal ships that die in an instant. In theory, you could time a SR so that it denies a successful boarding by making the ships under boarding last long enough for the capture-in-progress buff to expire without the ship dying, thus ultimately reducing/delaying the big [boarded] bangs, but in practice I've never managed to pull off such a timing...