1. AI loved to spam them. You'd get fleets of 40 fleet commanders with no other ships, etc. It was horrible, so the team removed them. I fairly certain the manual gives the fleet bonuses that any hero gives the attached fleet in combat.
The manual has a complete rundown of all hero command bonuses, and in 2.2 they'll be listed in the description. Almost every hero has a command bonus of some form, which occurs automatically in battle, exactly like in the base game. The reason the buildable minor heroes were removed was because the AI would build stacks of several hundred, to the exclusion of any other unit. The ground ones we've sort of snuck back in in 2.2 with the commanders which come from infantry platoons.
The manual only says that they are heroes and where they are used. Correct me if I'm wrong, but the only heroes that give bonuses are the ones with the glowy circle around them? If all heroes will grant that morale bonus then I'm good as I can easily figure out where people go.
2. Never really liked this, so never missed it. Someone else will have to comment more as to the reasoning.
We're re-evaluating some of them in 2.2 to use one or two extra ones, but there's not much there, to begin with. For one thing, high credit value planets are still worth a lot of credits, but that's not listed as a "bonus" in the mod per se. Plenty of planets still has base stealth like Kashyyyk did. Production bonuses still exist, but we typically do them in a different way, namely the corporations. There are 233 planets spread across 20 GCs, so you can easily end up with one faction having a ton of bonuses in one GC and the others not having any.
I suppose that's right. I get that the high credit thing you can tell from the number itself, but it's nice to be able to quickly glance at the region to see the icon without having to compare it with everything else. Maybe I'm just a visual type of guy and like to see those icons.
3. 2.2 is addressing this.
We're mixing more of the vanilla maps back in, and removing some of the worse mod maps. Even before now, though, we've not used any particular map on more than 5-7 planets out of 233 total that I'm aware of. In 2.2 it's typically two or three planets per map, with the most being 5, but again, this is a function of there being 233 planets and only so many possible maps. The maps also tend to have to fit the planet type, and the rich core worlds tend to be similar planet types, which were less common in the base game and also which are by far the most time intensive maps to create, which means you're more likely to come across the same map a bit more in that area.
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.
4. It's not a tech system anymore. It's an era system. So things that weren't used often, whether due to losing the company that produced it, something else replacing it, or just the ruling powers at the time bias against it is reflected in said era system. Also, B-Wings carry proton torpedo's, and I THINK E-wings as well.
The build bar is only so big, and stuff was only used for so long in the lore (because keep in mind, the era system is not strictly a tech system). While Snowspeeders do offer a unique way to take down AT-ATs, that single unit interaction isn't really enough to justify them sticking around. As far as Y-Wings go, there are plenty of options for torpedoes. The B-Wing and K-Wing are both actually better bombers than the Y-Wing while still having anti-fighter capabilities, and E/X-Wings both can use proton torps as well. The A-Wing and Defender are actually the only NR starfighters I can think of that don't use proton torps. The Y-Wing had been phased out in the lore and entirely outclassed game.
Y-Wing was probably a bad example, I'll grant you that one. Speaking of starfighters, though, something that is quite frustrating is trying to figure out which one is better than another. Take the X-Wing and E-Wing for instance; according to the manual, the X-Wing has 4 laser cannons and 2 proton torpedos whereas the E-Wing has 3 laser cannons and 1 proton (keep wanting to say the photon) torpedo. The manual does talk about more advanced technology, but what does that mean? Are they more accurate when they attack? And while we're on the subject, is it possible to get more information on these vehicles that fit similar roles? For instance, getting armor and hit point values would be great to know when purchasing ships to find out which is the hardier.
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?