If your EotH victory was also against an Easy AI, bear in mind that Easy means AI units do 30% less damage and have 30% less health and shield strength than normal. Not to mention that powerful ground-based weaponry gives you a huge advantage over any fleet.
Actually with 1.3, now that the Golan bug is fixed, I feel that ground based weaponry is overpowered when it's everywhere. Jumping into an IR system invariably leads to an opening blast from a hypervelocity gun. Especially since the EtoH lack both ground based weaponry and Golans, it feels a bit unfair at times. I propose that in 1.4, ion cannons and hypervelocity cannons be restricted to key systems, like the way Golan IIs and IIIs are. There's no way the IR would ever build a hypervelocity cannon on Pantolomin or the NR would put an ion cannon on Ukio. Tactically this also forces the player to make some difficult choices: make a stand over a less important system against Isard and the Lusankya or try to lure her to another system where an ion cannon can give you a great advantage?
In more general terms, I think the 1.3 AI is a little bit easier than 1.2. I've been playing AoW Lite a lot, and I feel like I'm being attacked a lot less often, especially with significant fleets. I suspect part of this is the priority being given to Golan building. The AI does build them, but the construction time lost to Golans is time taken away from fleet building. This is especially true at the beginning of GCs, when the AI seems to build things in this order: Light shipyard -> Golans -> Heavy frigate shipyard -> capital shipyard. So early on you can take several systems before the AI can even manage some kind of response.
I suggest beefing up the AI's starting force composition, perhaps a few more capital ships, especially for the IR. Even after the battle of Endor, there should still have been thousands of active Star Destroyers. While the warlords took a lot of them, when they banded back together into the IR, the Imperial Navy should still be a force to be reckoned with.
I also agree that some of the IR's build options are a bit redundant. The Chariot LAV is rarely useful. It's laser cannon is weak, and its only positives are decent speed and repulsorlifts. The hovertanks are much better. I rarely, if ever, find myself building the Chariots. As for the AT-PT, I've also found that to be a redundant unit. It seems to be a tougher, better armed version of the AT-ST, but so that seems silly. I'd argue that since the AT-PT was an Old Republic unit, it should instead be given to the NR, since the Rebel Alliance used a lot of Clone Wars era stuff. This would also help give the NR army more diversity. Also, I'm surprised you added the NR specialist. I sort of liked that only the IR had a repair specialist, since the NR has the infiltrator. Oh, and a minor bug thing, but the NR specialist has a weapon but the IR specialist does not.
Also, I noticed that you got rid of friendly fire damage from bombing runs. I wholeheartedly disagree with this. If you call for a bombing run, you should get your own troops out of the way or be more careful with the bombing runs.
The EtoH completely lacks static defenses, which i kind of like. It makes mobility and firepower their focus. I like the lack of ground based space weaponry and Golans, but I don't agree with the lack of build pad options they have in land battles. All they can build is a repair station (an expensive repair station at that) and a practically useless sensor node. This puts them at a disadvantage in defensive land battles because you can only have 10 units stationed, plus garrisons.
EDIT: However, the garrison composition of the EtoH capital shipyard seems to be on the low side. You get two Vigilances, two Decimators, and two Warlords, but no Karieks or Chaf frigates? Considering the fact that the EtoH don't get Golans or ground based space weapons, this is a really weak garrison...After all, the light shipyards already get one Vig, one Dec, and one Kariek in addition to the fighters...
All in all, 1.3 is a great improvement over 1.2, and incredibly fun to play as always. Great job guys.