Some possible New Republic-specific techs, if you're looking for faction-specific things
Mon Calamari Construction Protocols: Increase capital ship, cruiser and frigate shield strength and regen by
5% / 10% / 15%, at the cost of
10% / 20% / 30% construction speed.
The New Republic was never the fastest at bringing new ships or ship classes online, but when it did, they had some of the best and most powerful shields in the galaxy. Mon Remonda went toe-to-toe with Iron Fist several times, despite its much smaller size, and survived several of those encounters at least in part through canny use of its shielding capabilities.
Legacy of Rogue Squadron: Increase starfighter and bomber shield strength and damage by
3% / 6% / 10%, at the cost of
6% / 12% / 20% fighter and bomber construction speeds.
The New Republic relied on starfighter superiority, and much of their advantage in that area came from grueling training regimens and exhaustive testing of new pilots BEFORE they were allowed on the front lines.
Hold the Line: In any gravity well where the Alliance / New Republic holds a cultural majority, increase damage output and hit points of all ships by
2% / 4% / 6%.
The Alliance and New Republic fought to defend their freedom from the tyranny of the Empire. When that freedom was on the line, they fought all the more tenaciously.
Of course, I'm a huge fan of factions that emphasize victory through the strength of the elite few, so of COURSE those are the things I'd want to buff.
Perhaps, taking a page from Meo's organizational technique, I might suggest the following Fleet Doctrines:
We Have Reserves:
10% / 20% / 30% overall fleet supply;
5% / 10% / 15% ship HP and / or damage.
Forced Conscription: Reduce cost of all unit recruitment, but increase how much planetary allegiance falls off with distance from capital
Replaceable Parts: Increase regeneration rate of all capital ship, frigate and cruiser hit point pools by
3% / 6% / 10%, and increase rate of starfighter and bomber construction by
6% / 13% / 20%.
Darken the Skies: Ships in a gravity well of enemy culture will convert it more quickly; ships in a gravity well of friendly culture will provide additional pushback against invading enemy culture.
Opposed by:
Leave No Man Behind:
5% / 10% / 15% shield HP and regen for all craft;
10% / 20% / 30% construction speed for all craft.
Volunteer Army: Decrease planetary allegiance falloff with distance from capital, but increase all unit recruitment costs.
Individuality: Increase damage output of starfighters and bombers by
3% / 6% / 10%, and increase HP pools for Capital ships, Frigates and Cruisers by
2% / 4% / 6%.
For Our People: Ships fight more effectively in friendly cultural zones.
Individuality: Increase damage output of starfighters and bombers by 3% / 6% / 10%, and increase HP pools for Capital ships, Frigates and Cruisers by 2% / 4% / 6%.
That was supposed to read:
Individuality: Increase damage output of starfighters and bombers by
3% / 6% / 10%, and increase HP pools for Capital ships, Frigates and Cruisers by
2% / 4% / 6%.
Sorry. Proofreading fail. And I also failed to notice that I wasn't logged in when I hit "post". Whoops.
[Fixed that for you - Corey]