Since it seems to be the most overpowered, I'm going to try and tackle Phasic Trap first...
Right now this ability has two levels (both need to be researched)...
At both levels the antimatter cost is 50 and the cooldown is 75...
The range is 7000/8000 and the duration is 45/60...so, even at lvl 1, just two of these things can keep SC disabled forever...
I agree with Darvin...antimatter cost needs to be lowered (I'd go even so far as to eliminate the antimatter cost entirely)...people should not be building no SC just so they can use its ability, that is just strange...
My goal is to make one of these hangars still powerful, but multiple hangars not overpowered (at the very least, it should require a lot more than 2 to indefinitely trap anything)...so, in order to keep one hangar still powerful, I don't think the range should be reduced....
That leaves duration and cooldown....
Now, the cooldown could be increased by a lot...lets say we make it 150 instead of 75...problem is, all that does is require 3 hangars (instead of just 2) to indefinitely trap SC...that still isn't good enough...make the cooldown 300 and now you need 5 hangars...
Seeing as a player can build up to 8 (possibly more) hangars, I really don't think this is the route to go...a ridiculous cooldown would be needed to prevent indefinite trapping, and that would make one hangar almost useless, which is not the point...
So that leaves duration...duration could be decreased to 20/30...but again, we run into the same issue, now you just need 3 hangars to indefinitely trap SC...lower the duration even more, you need more hangars and one hangar becomes worthless...
Duration/Cooldown may need to be tweaked no matter what we do, but honestly I don't know if those can be the only changes we make....If someone has got some cooldown/duration numbers they think will work, I'd be happy to here them...
There are two other things we can mess with...one, a max target count, and two, we make the buff have a chance of occurring instead of always occurring...
For example, the current ability applies a buff every second to trap SC (this way, SC entering the area after the ability was used are still affected)...if there was only a 5% chance each second that any given SC would be trapped, think about that...
One second, 95% of SC are left...2s, and 90.3% are left...10s in and only 59.9% of SC are not trapped...20s in and only 35.8% of SC are left...nice thing about this is that it scales with fleet size...it's just an idea...
If anyone has some specific numbers they think will work that would be awesome...