Okay the Praetor's range makes sense but also some other thoughts I have for the GM and also Zsinj's empire as well
1. The IPV seems to be far superior to the CR-90, range and firepower wise, I don't know if it was intentional or not but if it wasn't then that is something that could be worked on
2. Why does the standard Victory Star destroyer for the GM get ARCS instead of the Crimson Command version? This has bothered me because I want to use the unit so bad but their isn't very good fighter coverage for the cost and the Scimitar assault bomber doesn't even come close to the ARC but I mean the weaker fighters could balance the greater firepower of the Crimson Victory Star Destroyer (Discuss as you will)
3. The Secutor seems like a great asset for a very large price and very little firepower, the fighter support is great but with the lack of firepower I don't know if it should take up 7 population space, maybe about six would be better, otherwise the cost and fighters are great.
4. The Arquitens in this mod is great! And that may be a problem (maybe I don't know yet). The shields and armor on the Arquitens are fan-fricking-tastic (pardon my french) but I find that means it isn't very balanced. I would put an Arquitens right beside an Allegiance and it would take a while for it to die because of how good it's shields are.
5. The Rancor units are way, way, WAY, too overpowered, but that's a good thing in my opinion, I mean they are Rancor's after all. To make them a tiny bit more balanced I think they should cost slightly more and take a little longer to build and also they require a special building on Dathomir (That's my personal opinion though)
6. Reinforcement units for the GM are great, which makes sense since they are a frigate/cruiser based faction. But for Zsinj's empire and the New Republic they are very inadequate for defending stations and the unit rooster for these two factions needs to change.
7. New Republic AI needs to be reworked to not build all MC80-Home One types, The Independence cruisers are good, but it's boring if that's all the NR attacks you with. And their cost is not worth it because the ship deploys great fighters and has great shielding but the firepower is severely lacking, and that matches the legends continuity but it just isn't very powerful and the credit cost should be lowered by a little bit. Or just buff up the ship a little more so that it can be more of a proper capital ship
8. The Bellator is a good replacement for the Executor but something that I found is that, for me at least, the shields drop at a very rapid rate, and I don't know if that is a trade off for the waves of turbolasers.
9. The Providence is kind of a carrier for the GM, which is fine, it deploys good fighters and has good defense weapons. My problem however is the Zsinj equivalent of a carrier at that pop cap, the Quasar is a good carrier and makes sense for the fighter compliment, But it should be a pop cap of two because look at the Gladiator, it has a pop cap of two and it's got good fire power with turbolasers and proton torpedo launchers. As well as having two skipray blast boats with it. Drop the quasar down a pop cap and it'll be good all around.
10. There is a glitch where in battle at least when I hover over the Providence there appears to be a random hardpoint in the top left corner of my screen floating in space.
11. Could the Greater Maldrood have the Republic V-wing as it's space superiority fighter, where the ARC is the superiority bomber? Just a thought.
12. The Maldrood should be able to build Munificent's, they were the mainstay of the CIS fleet and the Rebellion and several pirate elements had some in their space forces, and if the GM can get Providence's I would assume they could get Munificent's as well.
13. This is a unit that should be added in my opinion for any faction, add the Gozanti Cruiser, it's a good light anti fighter frigate that could also carry a small number of TIE fighters, this would be perfect for the GM as they are a smaller ship based fleet.
Well these are my opinions on the mod, and they may be picky and critical but at the end of the day it is always the mod author's/team's/corey's choice on what goes in the mod and what doesn't. And either way no matter what happens with 2.2 I'm sure I will love it.
I still have more thoughts and ideas but I have some more tinkering around I have to do before I make another post. Also if the team ever needs a voice actor or two then I'm always available and on standby (not expecting a call any time soon though). So good day to all and keep up the good work with the mod!
so, this is a lot, but i'll give you my opinion
1. the anti-fighter ships should be more balanced, as it is annoying how the IPV shreks everything
2. Balance is probably why, but also the CCVSD is limited build, so if ARCs were on it, and you ran out, then your stuck with building them, which no one builds fighters(besides defenders)
3. i feel the same with this and Endurance, but secutor is closer to heavy firepower than endurance, and its massive fighter count makes it 7 pop
4. didn't know this, but that might have been because the allegiance wasn't focusing it, though the shields might want to get nerfed
5. i think they should too
6. Spawns depend on station, faction, era, and tech, so it might be they are in a bad era
7. this already has been acomplished, look at the PA let's play of the mod at Corey Loses youtube channel, he came across the same thing and already fixed it
8. you might be jumping the Bellator in right on top of enemies, which is not good for any unit, but also the bellator is a weaker ship, so it won't last against a executor one-on-one, and fighters are REALLY powerful against Battlecruisers/Star-Dreadnoughts
9. yes, the quaser should be a 2 pop unit, this has been discussed already, but if it is implemented, i don't know
10. hum, that's quite a glitch
11. probably not. the V-wings were phased out first, as(i'm pretty sure) they had no hyperdrive, so they relied on Carriers, and the Ties replaced them, while the empire didn't get a hyperspace bomber for years
12. no, this is already a PA unit. if the Maldrood gets it, what will they lose,a and what will the munificent be replaced by in the PA ranks
13. they already have the IPV, so i don't see this unit being added, because the TR team doesn't already have a Gozant model, and they won't make one unless absolutely necessary.
hope these are helpful