The purpose of this thread is record all balance issues in one place for easy reference and then to suggest changes. Here I'll list some examples of possible solutions from my own ideas and also ideas that have been floating around on the forums. Ideas that are not my own (which is most of them) are marked with an asterisk.
Any input would be greatly appreciated.
EDIT: Non-faction specific game play changes.
Remove Pirate Base from Competitive maps, suggestion by ZombiesRus5.
Include option to remove periodic pirate raids but keep the possibility of sending them missions.
TEC
Kol Battleship:
Gauss Rail gun ability could benefit from a better secondary effect. For example, a nice buff could give this ability the effect of temporarily stopping passive regen on the target.
EDIT: Or make GRG's AM cost much lower so that it can be spammed; suggestion by Bilun.
Adaptive force field should be rebalanced as a passive ability*.
EDIT: Flak Burst: In addition to its current effects, make this also destroy 2/3/4/5 enemy SC squads; suggestion by Bilun.
TEC Loyalists
Hardened Defenses should be moved down to tier 2. EDIT: Additionally, give it the effect of making tactical structures disable-proof. Suggestion by JJBuck2.
EDIT: Militia Weapons and Militia Armour: Get base rank 0 so that they get some benefit before needing any research. Suggestion by Bilun.
EDIT: Grant Twin Fortresses or SB Compartmentalisation the additional effects of granting extra tactical slots and/or additional SB upgrade slots. Suggestion by JJBuck2.
Ankylon Titan:
Group Shield should have its cool down time greatly reduced, possibly by as much as half* and also make it give a shield restore buff to the affected allied ships*.
EDIT: Furious Defense could inflict 20/40/60/80 splash damage with 1500 range when active.* Either this or rebalance Furious Defense as a passive ability that also grants a buff to shield regen*.
Inspire and Impair should affect SC* or Titans (suggestion by HouseRalan).
Advent
Mass Disorientation could effect SC.* I quite liked this idea when I first saw it although I am skeptical as to its necessity. EDIT: Instead, this should simply be non-interrupt able; suggestion by Seleucia.
Allure of the Unity should be tier 2.* It gives only a 5%/10% allegiance boost to planets and yet is tier 8. Currently not worth it. Should also be just 1 level; suggestion by Seleucia.
EDIT: Final Judgement should target enemy cap ships and Titans; suggestion by Seleucia.
Revelation Battlecruiser:
EDIT: The Guidance ability on the Revelation coordinates the assault on target enemy The revelation grants all nearby allies +5/10/15/20% accuracy and the targeted enemy takes 8/12/16/20% extra damage for for 25 seconds.
Cooldown: 30 seconds
Am cost: 60
Advent Loyalists
EDIT:
Base value of damage in culture bonus increased to 5%. Suggestion by Bilun.
EDIT: Planet for a Planet: Should Last 750 seconds. Suggestion by Bilun. Possibly this should also activate upon scuttling of a colony so that it is less situational. Suggestion by ZombiesRus5.
Fury of the Unity: Moved to Hostility Tree or greatly dropped in tier (suggested by ZombiesRus5)
Cowards Submission: Increase conversion chance e.g to 10%. Suggestion by Bilun.
Global Unity should be moved down to tier 3. Deemed unnecessary by GoaFan.
Assimilated Populace should grant its effect upon use of Repossession*. Drop this tech down to tier
. It is ridiculous that a faction whose theme is synergy has upgrades that are designed to not synergise. It would be as if the Eradica's Purification ability didn't activate the buff granted by Strength of the Fallen.
Coronata:
Subjugating Assault: This should grant the same amount of exp as when a target is destroyed*.
Suppression Aura should effect SC or possibly corvettes instead but this would probably require a stat nerf so that the debuff that it grants isn't so large*. A passive 40% damage nerf and ~60% speed nerf to enemy bombers might be excessive.
Repossession should reduce the price of planetary upgrades by 33%/66% instead of 0%/33% as it is now.
Advent Rebels
Cleanse and Renew: Although the tech description for this upgrade is fairly vague, it doesn't sound worth getting. It seems as though it gives allied ships bonus AM when you destroy an enemy colony. But by the time an enemy colony is destroyed, the enemy fleet has typically been beaten so the extra AM isn't really a benefit. It would be much better if this tech just granted a large and long lasting AM regen boost to allied ships at an enemy planet when said planet takes damage.
Mass Communion: As pointed out in other thread, this tech just doesn't fit with the AR theme and is pretty much worthless as well. If it had no research prerequisites than it would actually save costs on media hub construction.
Vasari
Gravity Warhead: Change this so that it cannot target Titans, thanks Seleucia.
Bombers: I think every one agrees that their DPS per supply needs to be 30% lower in comparison to the other factions bombers*. Furthermore, it is their damage per shot that needs to be reduced in order to lower their DPS. Merely lowering their RoF won't help since they would still reach critical mass too easily and one-shot kill important ships.
EDIT: The defensive turret's Disruptive Nanites upgrade should not disable passive regen on Titans for 5 minutes (thanks Zombie for looking that up)*. That is just excessive. A 30 second debuff is enough.
Phasic Trap needs reduced range, reduced duration and increased cool-down time. Probably unnecessary.
Vasari Loyalists:
Vorastra:
Desperation: This shouldn't inflict splash damage on corvettes*. After initial skepticism, it became obvious that this needs to be nerfed.
The Maw: (EDIT) Make this ability interrupt able.
Vasari Rebels:
Star Base Mobilisation: (EDIT) Make Orkies only capable of jumping between planets that have phase nodes*.