Two other things that seriously need improvement: Nano Leech and Enduring Will
Nano Leech is something I was very surprised to see unchanged - one would think an ability that makes most of the ships in the game worse than useless would be obviously OP, but it seems that a few numbers might help. Level 4 nano-leech gives 20 HP/s per ship. 67% shield mitigation increases this to an effective 60 HP/s per ship. 15 armor (research+armor ability) increases this to an effective 150 HP/s (and at full research+abilities, the Kultorask would be getting even more). Add in gravity pulse immobilizing subcapitals for 1/3 of the time, and any subcapital couldn't even come close to making up for the healing it's providing simply by existing in Nano-Leech range.
Even capital ships can't overcome these values with straight DPS - the only meaningful things they have are a few abilities like Disruptive Strikes. Mass bombers provides a chance - but if the Kultorask gets anything into nano-leech range at all, it will soon regenerate back to full anyway. And it never stops - the AM drain insures that it can keep firing off its abilities indefinitely.
My suggestion? Remove or greatly reduce the AM drain so the Kultorask actually needs to worry about running out of energy.
Then there's Unyielding will. People have enumerated many issues with the ability, but I think that the fundamental problem is that your opponent gets to decide when they kill your titan, and you don't. Sure, in theory being able to take of 3+ capitals and their supporting fleet with your titan's death throes is good, but in practice your foe won't finish it off with a bombing run until their fleet is disengaged and heading in the other direction. Considering how expensive your titan is, it's not worth exposing it to death just to hope that your opponent screws up and makes it worthwhile.
The deterrent value may seem like something, but consider - if your enemy has the means to finish off your titan at reasonable cost in a direct engagement, they probably have the means to bring it near death, then retreat and finish it with bombers. Otherwise, they'll focus on other targets either way, so the ability means nothing.
People have suggested making it scale based on how low your HP is, or require low HP to cast - both work - and both give control of the ability to you, rather than your opponent. This is important, because as long as your opponent controls when the ability comes into play, they will make sure it is the least opportune possible moment for you.