As I said, there have been no gameplay changes to the game in the Fall of the Republic Minimod, save for infantry being individually selected. There have been no changes to the AI, no changes to armaments, no changes to how the game plays at all. The intent for the minimod was just to add some units. These things are only addressed in the full versions of the mod, not a minimod. We don't have the time or resources to do the full version of Fall of the Republic alongside the full version of Imperial Civil War.
but if it is possible can we change base upgrades from sitting in the ship build queue?
This has been done in the full version of the mod.
2 increase the range of the repair module not by much but enough so that you don't have to have units huddling around the station,
The idea behind a repair station would be that the ships would have to be docked with the repair station to receive repairs. They're not shooting healing beams, after all. Close proximity is best in this case.
also give them the ability to repair ruined hard points so that they actually have a use?
They can't repair hardpoints at all, much less destroyed ones. It just doesn't work in the game, unless it's just a bug in my version of FoC. In any case, if something is completely blown up on a capital ship, it wouldn't make sense to be able to completely rebuild it inside a battle with the kind of resources a capital ship would have on-board. For stations it makes sense, but not capital ships.
*I'm being told by everyone that I'm wrong here. Apparently it does fix hardpoints, it just doesn't like me.Give the main base the ability to repair as well and have the rate grow as the base gains levels?
This will be done, but can only be done to the extent that the repair satellite already has the repair ability. It it limited by the same things.
AI... its horrendous 2 hard AI's and I steamrolled them in 10 mins. I know the rebellion is not the most powerful of factions
The AI has been addressed in the full mod. Again, no changes have been made to it in the mini mod. Also, there isn't a Rebellion faction in either of the full mods, so their inherent flaws aren't going to be an issue.
For the repair, in the Star Trek: Federation at War all units have a self repair ability. If starbases have damage control, so do starships. Maybe we should give Capital Ships the ability to repair themselves.
This is something we probably will do, but only on larger ships (ie no Lancers).
can we take battleships out of play via hyperspace? I mean it is a game however im also pretty sure that if a ISD Victory class takes a beating they would run if they had the chance, make it a skill attached to the engines so that if the engines are shot they cant run...i don't know if it is possible but it would add tactical options to battle other than destroy shield generators then beat the hell out of it...
This is possible (I know of someone who did it) but they did it with LUA, and I don't know LUA (neither does anyone else on the team).
Note: I base all of this on the fact that none of us and nobody left in the community that I know of knows LUA. Some of it may be possible with LUA work, but not by us, and not by anyone I know.