There's a chapter later on in the manual listing all the abilities and bonuses for units and heroes in table form. I may revisit this for the 2.2 version (but no promises).
Page 121/122 specifically, though it's also gonna be ingame in 2.2 either way.
To be fair it probably was a bit of an exaggeration but I'm sure I saw the map from Corulag several times in that condensed area. Again, it's not that it repeats that's what bothersome but seeing it again so soon. But it seems like it's being addressed so that's nice to know.
I just had to go double check this. In 2.1 the ground map from Corulag was used on three planets out of 145: Corulag, Morishim and Talfaglio. I think the distribution of planets using the map (in galactic/GC terms) may have more to do with it than pure frequency.
I honestly wouldn't say it's that condensed; this is the distribution. You probably just got unlucky in which battles you ended up doing in a row.
I'm glad @Corey you brought up the era system because I do have one issue with it. Don't misunderstand me; I much prefer this way of doing things compared to the base game. But how about removing some build options that have been superseded. It would make things less confusing for me, say when I'm trying to determine which of these light frigates (Corellian Corvette, Corellian Gunship, Sachseen). This goes back to the issue of above where it gets really tough to tell which one is ultimately better. I know the manual outlines their weaponry and what they do against particular targets (appreciate that), it still is a lot of work that could be taken care of by decommissioning one of the older ships. Like is it really necessary to be able to build the Nebulon B-Frigate when the Nebulon B-2 is available?
Certain ships are left in, even though they're older or outclassed by some time, because Empire at War's strength is at least partially its narrative aspects. We removed one ship 7 years ago because it was too similar to another ship that became available at the same time, and people have literally not stopped asking about it since. So, as long as they don't preclude the inclusion of other newer things by clogging the build bar, as long as they were still used inc anon there are some ships we let stick around because there are people who want to build them so they can have a "canon" version of a certain fleet or battle. Otherwise, you'd literally never have ships like the Nebulon-B or the ISD-I. In Ascendancy, our sins mod, which is less narrative and more gameplay focused, that's less of an issue (hence only including one ship per role). As we've said in a few places, we're doing more documentation as it becomes possible in 2.2, however there are always going to be some stats we can't list without basically just pasting the unit code in the manual so in some cases less information is more and players are better off using experimentation to see which units they prefer. Giving too much information can turn off players looking for basic information, and also be much harder to retain. We likely won't go too far beyond adding health and shields. It's probably more suitable for the wiki. Accuracy, for example, isn't just determined per ship, it's per each weapon on each ship. For an example in the potential problems of an infodump making it harder for people to find the basic relevant information, the hero bonuses we've already addressed, but the information we've already given in the manual should also address some of what you've said even here; with the three examples that you've given there (DR90, DP20 and Sacheen) none of those really do the same thing; while they're all smaller, even their armaments are very different. One's pure anti-fighter (CR90), one's decent anti-fighter and anti-ship (DP20) and the other has heavy turbolasers and an ion cannon, with only one laser cannon (which makes it pretty bad anti-fighter) while also carrying a fighter squadron (Sacheen).