1) The armament is the worst in the game.
Cobalts are available from the start and it has four Cobalt guns. Gardas are literally in the lowest tier of Military resesarch and it has HALF of a Garda's PD armament. And it can only bring half of these guns to bear on any single target at a time. So, in terms of firepower, it's two Cobalts and half a Garda. Do I really need to say more? That's outright humiliating. At least in SOASE 1 most of the guns were on one side, which is why it did the whole 'broadside' thing. Furthermore, these guns? Literally have 'pierce' values less than militia ships which slows it down even more.
2) The AI is the worst in the game.
No other capital ship requires you to obsessively micromanage its positioning and movement in order to actually use its depressing armament.
3) The Colonize ability is the worst in the game.
Why do I give a damn about a free Logistics slot in the early game when I don't have any tech to build anything in that slot, and even if I did, I'm probably spending money on better things (like a bigger fleet to make up for the Akkan's terrible firepower)? Is the point to open up a slot for a Trade Port? Trade ports are gated behind research and are very expensive and require you to save up. And when I say "worst in the game", I mean it, because every single capital ship in the game, every faction in the game, with literally just the first level of Influence Points, can get the 'Colonization Nanites' from the Vasari minor faction if they popped in game. This upgrade is free, it's easily replenished, it can be put on any ship, and it gives you a Logistics slot (congrats it now cancelled out the Akkan) and a mining slot. And what's the first thing everybody spends points on with a new world? Mining and economy. We don't care about a logistics slot.
4) Inspiring Broadcast is the worst buff in the (early) game.
Inspiring Broadcast, with sufficient points, and with a sufficiently large fleet, can be a huge power bonus. The problem is that a 10% bonus in the early game, with a 'normal'-sized early game fleet, is nearly inconsequential. With a fleet of Cobalts it'll give you the damage output of like three additional Cobalts for a minute at a time. That's incredibly snooze-worthy and it literally doesn't even compensate for the 90% reduction in firepower that the ship itself puts out. What I mean is that your DPS is higher with any capship except the Akkan with its attendant fleet buffed by the aura, simply because the Akkan is functionally unarmed. This is an ability that really helps ships with slow rates of fire, like a Javelis, which is gated way down the tech tree.
5) Armistice is the worst special in the game.
This is one of those abilities where one dork will show up and say "one time, two months ago, in my 743rd game, there was one time I used it in one place exactly once and it was cool". The PRIMARY feature of this ability is to RUN AWAY???? Who wants an ability to help them when they lose? This ability was ass in SOASE 1 too and I was very surprised to see it made it. I have only found three uses for it. 1) Running away like an absolute loser coward who is terrible at the game. 2) If your Akkan is in a very specific place at a very specific time with a very specific planetary setup, you can 'trap' an enemy fleet for a while if you have an Inhibitor present. 3) Use it to fly past enemy defenses. These are all very situational. Meanwhile the Marza's special deletes an entire fleet. The Akkan can run away. Oh my god.
6) Ion Bolt is the second-best ability in the TEC.
It makes the Akkan entirely worth it. Too bad you removed it, and instead gave it to the Marza which already had the actual-best capital ship ability in the TEC arsenal and didn't need this at all.
7) Trade Ports are the most tech-gated capital ship ability in the game.
Imagine you have minor factions turned off. Can you use the trade ports? NOPE. An ability that is locked behind both the tech tree and a logistics building. In their defense, investing in the trade ports can give you a really big economic bonus. The Akkan has exactly only one thing going for it, and it's an ability that doesn't even function until you dump research and buy an incredibly expensive Civil building. I think the Beam Cannon on the Kol is garbage too until it gets to Level 3 but at least it doesn't require me to spend money to unlock it like it's some sort of in-universe DLC.
8) The Akkan is the worst capital ship to start with in the game.
It has no firepower so it takes eons to clear militia. It is outgunned by every single other capital ship in the game and will lose any and every early game rush. And the AI has absolutely no idea how to squeeze any use out of this pitiable, worthless excuse of a capital ship and it will always be defeated if it starts with one.
The Akkan could cost zero exotics, half the supply points, and begin at level 10 and it'd still be debatable if it's worth anything.
FIXING THE AKKAN
1) Give it at least one squadron of strikecraft. It literally has visible landing pads.
2) Give it TONS OF POINT DEFENSES. Why does the Sova need so many, when the point of a carrier should be to sit back from the action? "Inspiring Broadcast" means the Akkan should be in the MIDDLE of your fleet, which is exactly where you want point defenses. I don't even care if you want to strip some of them from the Sova to 'balance' this, make the Akkan the "point defense capital" instead of the Sova.
3) Upgrade the guns, put them on one side to broadside, I don't know, SOMETHING has to change. I liked the broadside from SOASE 1. It was very unique and gave the Akkan a cool flair. In SOASE 2 you cannot have it freaking 'broadside' when half of its armament is facing away from the battle. Unless of course, you drive the thing directly into the center of the fight. All to bring its mighty arsenal of "nothing" to bear. LOL. Put all the damn guns on the correct side like in SOASE 1, and upgrade two of them to heavy cannons. Ugh. The Akkan will lose to even a tiny fleet of utterly unupgraded Cobalts augmented by zero other ships.
4) Combine Colonize and Trade Slots into one ability and make the Colonize feature buff ECONOMIC LEVEL. Why would the TEC not get free economics, that's their entire thing??? Colonize level 1 = 1 trade box. Level 3 = 3 trade boxes. Level 5 = 5 trade boxes. Wow, tadah, now the Colonize ability isn't objectively worse than the Vasari and Advent, it's not outdone by a completely free Minor Faction ability, and we freed up an ability slot.
5) Give me back the ion bolt.
6) Delete Armistice and replace it with nothing because "nothing" would be better than an ability that pathetically only helps you when you're a losing loser losing your fleet because you're a terrible player and a complete loser. If that isn't acceptable, replace it with something that has some sort of use 'all the time', like every other special ability. Or don't, for some reason the devs love Armistice. I genuinely don't get it. I've used it like twice. Ever. Including in SOASE 1. And once was to probably test it and then I learned you cannot even repair ships while under the effect of Armistice.