Q: Any notes on primary weapon ranges, current situation works but feels strange since many ships that had differences got streamlined.
Q: Rough time estimate for revision pass of modules, they all work, but many are rather specialized and work well in very few situations (fighters, interceptors, triad pods, dreadnought torpedoes, dreadnought warp, ..). Some seem lacking or not fitting, for example the Tempest Missilies of the Destroyer, only "long" range damage module, nothing to compliment.
Q: Bigger maps got teased, ETA on them?
Q: Regarding disrupt, some modules do not shut down, I expect this to be intended (for example armor booster pulse and drones or pods), is this a per module decision or does it follow some concept?
Q: Stasis effects, negating them with power to engines is fine but could this get a bit more tuned, especialy in relation to the stacking of multiple speed boosting effects (engine rigger + power to engines, speed boosting modules). Currently the fast ships get only annoyed, while the slow ships are in big trouble if they get slowed.