Obviously we'll have to disagree - a 3000 radius for Gravity Warhead is exactly the same as the Dunov's Magnetic Singularity, and about half the usual ability radius. Remember the Progenitor Mothership's Shield Regeneration has a 5,000 radius, the Akkan's Inspiring Broadcast an 8,000 radius while 6,000 seems to be a common figure for both capital ship weapon ranges and radius for buff abilities.
Yes a tight formation might be covered by that 3,000 radius, but is that a fault with Gravity Warhead\Magnetic Singularity, or a formation issue? If you have Aeria Drone Host carriers at the edge of the gravity well, Exoria Illuminator ranged combatants at 8,000 range (to target), and Destra Crusaders or Radiance Battleships at sub-5,000 range, then a single Gravity Warhead would be unable to target your 3 fleet sections, or 3 separate fleets if you've built them that way.
Frankly a Mothership + Carrier v Evacuator + Kanrak Assailant matchup is probably just terrible pairing, at least given the positioning in your screenshot - I imagine it'd be different if you were strikefighter swarming them. Radiance Battleships with Detonate Antimatter would have basically destroyed the Evacuator's ability to use antimatter - 10 antimatter lost per second for 15 seconds while Animosity would have reduced the Assailant damage if you could close the range - at 11,000 their range is only comparable with the TEC Javelin Cruiser while the TEC Marza Dreadnought can absolutely shred them and outrange them with Missile Barrage. Alternatively the Domina Subjugator can remove 50 antimatter every 15 seconds via Nullify. That's roughly 1 Gravity Warhead lost every 15 seconds per Domina Subjugator.
I get a 1 Titan, 4 Progenitor, 30 Halcyon Carrier might be your preferred playstyle, and frankly I prefer a capital ship\RPG type fleet myself (default Evacuator + 1-3 Vulkoras Desolator's (~missile dreadnought) + 4+ Skirantra Carriers + 4+ Kortual Devastators (battleships) + 1 Antorak Marauder (fleet speed buff) with long range support) but some matchups won't work so well.
Every faction's abilities can be countered to some degree. For Vasari, and TEC come to think of it, losing antimatter - something the Advent specialise in, can be crippling, but you're an Advent player that isn't denying antimatter. Yes Progenitor's Resurrect ability is niche in some ways, but the Reborn faction are all about losing units, and resurrecting them - hence why I prefer Wrath as does the Advent player I know. The Reborn Eradica Titan's Strength of the Fallen buff is also based on losses while Purification allows you to sacrifice units to gain shields, hull, and antimatter. Sacrifice, or die, and then resurrect is I think how the Reborn are supposed to be played, but I don't like losing ships so ...
Actually the Jarrasul Evacuator is not simply a colony ship. It's the ship Vasari players use to invade the world that is to become their home planet. Hate that aspect of SoaSE2 all you like, but nerfing the Evacuator risks nerfing the entire Vasari faction - they have to wipe out the defending militia whereas TEC and Advent both start with home worlds so can immediately start building planetary and orbital infrastructure, and building more ships.
Is the Rapture Battlecruiser's Vertigo unable to affect Titans? There's nothing in the text saying that, only that it doesn't affect fighters, bombers, or starbases, which suggests titans are affected. By contrast the Revelation Battlecruiser's Reverie explicitly excludes titans as well - it does affect capital ships. I strongly suspect the Dunov's Magnetic Singularity also affects titans. I'd need to test to confirm, but if true that means TEC and Advent both have debuffs that affect titans, so why shouldn't Vasari, especially if the Dunov ability is generally a superior version of the Vasari ability? And remember Advent Wrath have Chastise - speed and turn debuff for ships and missiles. Sadly Reborn are stuck with Cleanse (sacrifice to heal), Resurrection, Recall and well basically nothing comparably useful.
Perhaps I phrased it unclearly. Gravity Warhead is a targeted ability. You have to select a single ship to fire the ability at. When it hits the AoE affect is applied in a radius around that ship. Subspace Rupture can be fired anywhere you place the mouse i.e. midway between two ships thus affecting both - if they're with the radius. By contrast Gravity Warhead is regularly incapable of hitting more than a few ships because they attack in a wave, not as a cluster, and it can't hit the backline unless the Evacuator advances to point blank range against the front line i.e. heavy cruisers and whatever capital ships you prefer.
And yet the AI regularly rebuilds their titans. Late game resources should be plentiful assuming you have more than a handful of planets, and no game aberrations e.g. no market on the map - yes I've experience this oddity before, which may have absolutely nerfed the AI.
Rebuilding your fleet should be relatively easy assuming you have defences (starbases!!!) and more than a planet or two between the enemy and your homeworld. I'm, also assuming homeworld victory is turned off - I played a co-op match where one ally's homeworld was next to a dead asteroid or somesuch and on a direct path from enemy space. Offence was the only real defence to a potential homeworld loss defeat for him.
I suspect you mean why shouldn't the Evacuator be unable to disable phase drives rather than why should it be unable to, let alone chain it. The Dunov's Magnetic Singularity has a range of 15,000 versus Gravity Warhead's mere 9,000. They have the same radius, and almost the same speed debuff, plus the Dunov's Overcharge means a triple strength debuff. I'm also not sure if the Dunov's Magnetic Singularity has as narrow a cone of fire either! With all that, how's Gravity Warhead overpowered? Without the phase jump disable it simply becomes a vastly shorter ranged imitation of the TEC ability, and the TEC can triple the effect via Overcharge. The reality is you wouldn't even be able to reach the edge of the gravity well in timely fashion if trying to flee an enemy fleet with chain firing Dunovs.
Some abilities don't work on titans, but which ones are those? Some abilities don't even work on capital ships e.g. the Radiance Battleship's Animosity ability. You point out counters to the Revelation but your argument presupposes those are available. In my case it was basically capital ship on capital ship while my main fleet was elsewhere, and it was a pain in the backside 'fight'. I think I had a battleship but it couldn't do anything for ages as it kept getting disabled. Counters to Evacuators also exist though. As noted above Advent have antimatter draining options, or as you say, snipe them, spam bombers, or close the range with heavies, but do you use your mothership-carrier fleet for direct fire, or mostly rely on the strikefighters which I'm guessing were north in the shot attacking light blue.
Okay I'll grant the Revelation is slightly squishier than a Progenitor, but all Advent ships are kind of squishy. Assuming the source is accurate, most Advent capital ships are 3000+ to 5000+ for shields - Level 1-10, while armour never exceeds 1,000. HP basically copies shields. A level 10 Kortul Devastator (battleship) maxes out at 3,170 shields (so roughly the same as a Level 1 Advent capital ship) while the Evacuator is only 2,375 - almost tied with the Skirantra Carrier for worst shields, and thus worse than a Level 1 Advent capital ship. The Vulkoras Desolator maxes out at 2,010 armour, while the Evacuator has a mere 1,500. The Evacuator does however have the highest HP of 7,685 - outside a titan, which I guess makes sense in that it's the ship that an entire race is supposed to be living on. It is also the slowest ship in the game barring the Vorastra Titan and Ankylon Titan - even the Coronata Titan is faster than the Evacuator, at least until Vasari perks come into play and it can get something like a 50% speed boost.
I don't think I'd use the term agnostic (which means to not know or not have knowledge). Perhaps heretical or grossly unbalanced might be more what you intend. To be clear the Gravity Warhead ability is one I basically don't use in SoaSE2 for the slow or phase jump disable function, but for the damage boost Subspace Rupture receives. That being said it is an ability which is inherited from SoaSE1. The big difference is the time involved - SoaSE has it as a high cost but chainable ability with a 25 second cooldown and an 18 second duration - this is the Tier 3 version mind you. SoaSE2's version reduces the base cost and cooldown per tier whilst increasing the effect. At 72 seconds for the cooldown and 42 seconds for the duration, it's actually nerfed from the SoaSE1 version - a direct tripling of the SoaSE1 version would be a 75 second cooldown and a 54 second duration debuff, but having the shorter version meant you could wait several seconds for the phase charge to build (I forget how many seconds it took), and then disable them again to keep. I actually used the SoaSE1 version a fair bit. Now that did allow for fleet killing!