Well said, FoxWolf.
I've only played the map once so far, but I really like how it played, and I like the direction you're taking it. I DO like more weapons, as while at first they may be confusing, all games must have some learning curve in order to have reliable replay value. I've just skimmed over the past couple pages, but the wep designs seem to have good uses. Perhaps this is overlapping with another wep, but I thought it might be good to have a chain-gun type of weapon, essentially attempting to make the shield fail with a large number of shots at close range (1-2), low damage per sub-shot (0-1) * # decided. At range 1 only, it may be a good weapon of choice for BC's against high-shielded but slower CC's that just won't die. Knocking out a thing or two can make all the difference.
I'm not sure 1-range-only weapons will be that fun to use... seems like it'd be better to have different weapons, save maybe one like that. Also, from what i've gathered on the deflector vs shield systems, they seem to be basically interchangeable, so please re-explain it if you would. I gather deflector (like old shields) does 0,1,1,2 each attack, and new shield does 0,1 once, defining defense for the rest of the attacks. I must say, I don't like that much, gameplay-wise. Unless there's more difference, i'd go with old shields. In fact, i would go with deflectors in this set-up anyways. Instead of a new shielding system (other than armor, which i appreciate, but think should be 2 parts prolly, not 3), perhaps you should add a movement speed variable to the chance of hitting. This would of course make little ships more valuable, so you'd prolly have to lower the cost difference range, but yeah. It just makes sense, and probably everyone deep down wishes it were in. Just means some more random switches... should be a fairly small effect probably. maybe before each hit, secretly calculate hit = 1 miss = 0: [0,1,1,1,1] for a full 1 move speed. Put more 1's in if you need, etc.
Something else I'd like you to think about is making utilities other than defense and engine. Consider a warp drive function that takes up maybe 2 or 3 slots (consider multiple slot parts too). It would have a "charge-up" time, in which it would perhaps activate the first turn (requiring no movement from that point on), target hex selection (like nuke without range) 2nd turn, then it would activate instead of moving normally on 3rd turn, providing nothing takes the spot that turn. If you must change target location, you're basically at step 2 again, or you have to start over (this might be better, to prevent "sudden-synchronized-warping" at opportune times (they keep selecting a spot that's likely to be moved to, perhaps by themselves [which could be denied]). This would greatly enhance the gameplay, to be able to occasionally move large ships, at the cost of not moving for 3-4 turns. I hate to have to keep my little forces hiding behind the capital ship until the enemy finally intercepts.
Please further consider aid utilities, like a repair kit (several slots required), or a nydus canal wormhole effect. I also like the idea of 2 designs per ship or 1 design only. no more. they both have their advantages. beyond that it's too confusing for fun gameplay. 1 design actually makes it easier to play quickly, but i admit i'd love to have 2 types of fighters or planetsmashers. But please don't allow the enemy to know what you have, at least until they spot the individual ship. I've even thought fog of war might be appropriate... perhaps allowing sensor utilities too....
Also, another weapon idea: consider a straight shooting dormant missile "ship" that you target for a square similar to warp drive. Once it reaches its target area, it would have 0-1 range and suicide attack essentially. Damage doesn't have to be much. Perhaps 0,1,1,2,2,3.
None.