The Skirantra could be an Awful Warning for improvements to capital ship abilities, and unless the buff to Scramble Bombers is simply reverted with the sync fix, we will simply have the Illuminator bug issue all over again, with months with a severe balance problem. How to avoid a recurrence of this issue when recommending ability alterations? The Skirantra was already a powerful and much used ship- it could kite, it has antimatter-free strikecraft which is like a fifth and passive capital ship ability, it has area heal including strikecraft. Also Scramble Bombers was made vastly more powerful, if the Sova were suddenly to produce twice the number of Missile Battteries at each use at L2 and three times at L3, that still wouldn't be the equivalent of the buff to Scramble Bombers- so perhaps we could try to avoid doubling or tripling the effect of abilities...
Shield Restore The Dunov is a very rarely seen ship in Multiplayer, I've seen more Marauders, so improvements to the Dunov might not cause much pain. Shield Restore heals one ship's shields 250/500/750 and has even been nerfed! It can't heal the Dunov itself and as the Dunov is always the first target, so you really need two Dunovs to use the ability- the Advent Colony ship and Skirantra are best used in pairs, but their heals 300/400/500 (can heal Guardians!) and 200/250/300 (completely heals strikecraft! Who needs Zombie Bombers?) are to an infinite number of ships within the area.
The only direct equivalent is the Kortul's Surge which affects a single ship.. 500/875/1300 heal, plus considerable speed and weapons boost. So the Kortul single ship heal is twice as good, plus speed and weapons boost, plus it can heal itself? And yet the Dunov is meant to be a support ship, and so carries less weapons, armour and health..? Why was Shield Restore ever nerfed?
Of course, the great problem for TEC is the Marza problem, where at Level 6 all their abilities are suddenly extremely good. Flux Field makes all abilities except ultimates three times as cheap, so if you can get a Dunov to level 6, and stop it being destroyed, you then can win a game you must have been winning already. Using ultimates for faction balance is just wrong. As it is TEC have the Sova and Akkan, which haven't a problem with rapid-use heavy antimatter abilities, and the Marza, which has a superpower at level 6- if you want to gamble on getting a single cap to level 6. To make the Dunov work you have to get the Dunov to level 6 plus have several more caps, not an option for normal games. TEC have problems with both early caps and late game play... not a good combination.
Animosity This ability does nothing at any of its levels, except against the AI. It might at least be made an interrupt, though the Radiance already has one. There have been proposals to make this ability more complex with penalties for attacking other targets, but what the Radiance really needs is an area anti-strikecraft power. What amused me was that another of the Dunov's dubious abilities, Magnetize, could be used defensively by the Radiance, to force 8/12/16 strikecraft to 'rage quit' by crashing into the Radiance at the cost of damage.. useful if another ship is being attacked, or at lower level where small numbers of bombers and kiting can be a problem? More strikecraft being affected might help, but at least they would be destroyed, unlike the infamous TEC Flak Burst, which too often achieves nothing at all.
Subversion The Marauder is a better ship than it was, but suffers somewhat from the Level 6 faction problem, and its easy to destroy before Overseers turn up. However Subversion is still rubbish. The cost of 100 is vast, the ability does nothing. To function, there has to be either a constructor building something, or a ship factory at the enemy planet, and both are huge priorities for destruction, rather than a temporary 50% slowdown. On a successful raid into a back area with nothing being built, Subversion has no value at all. An economic penalty to the affected planet might help?
Gauss Rail Gun Jam Weapons and Microphasing Aura seemed possibles, but the Kortul and Skirantra are very good and supreme capital ships respectively, with poor third abilities. The Kol is currently dependent on the creation and survival of a L6 Dunov to make it work.. all its abilities are expensive and it has no passive, unlike the other battleships. The Radiance equivalent of the Gauss Rail Gun does twice the damage and is an interrupt plus disable! The Kortul gets passive interrupts.. I'd consider making either Adaptive Forcefield a passive (why does the antimatter cost increase with level on this ability, it only works when heavy damage is being taken?), or Gauss Rail Gun a passive ability, with a longer cooldown. That would retain the utopian 'effect' of Flux Field on the other abilities but make the Kol a more viable ship in the interim.
Another set of four, there we are, I know everyone has their own opinions on capital ship abilities- but what these threads should perhaps focus on is whether there are better candidates for the four game elements most in need of help, rather than a general survey of the question. What are the worst current elements of the game? Otherwise we get the Skirantra problem, fixes to stuff that wasn't broken.