*snip*
From the top down...
Interactions are less interesting in 3.0 because there are no ships that have x50 bonuses against others anymore. It's more homogenized in general ship-to-ship bonuses because it's not against specific ships anymore, it's against armor types. That's unavoidable, sadly.
I have heard some players are happy with TeleRaiders, I'm happy with Deflector Drones (long range, high damage, decent fire rate? sign me up. stick them in a blob with your bombers and they'll provide excellent covering fire while you make your way to your next target) and the Neinzul units (though not Commandos, but again, players have expressed that they like them. I think commandos could definitely use a damage and HP boost to bring them in line with other Neinzul ships in terms of effectiveness though. As is, I think Weasels are currently better for overall DPS and survivability than Commandos). Impulse Emitters I have used, and they are terrible, and Acid Sprayers I haven't used but they look terrible.
Space tanks I've never used, and I agree the concept is bland, but other players (Suzera for one - not sure where she is these days) have been very vocal about maintaining the status quo on those because they're currently effective, and changing the concept could screw them up.
Chameleons, I wholeheartedly disagree. The concept looks bland from the outside, but if you run some calculations and size up the general statistics, you get a different picture. Chameleons are the only fighter-bomber in the game, which is a dramatically different concept than being "just a bomber". They have 1.5x the cap-DPS of fighters, quite a large range, are fast enough, and are very survivable, and so are the absolute PERFECT ambush ships. I've used them in ambushes to great effect plenty of times before. Having problems with Sentinel frigates in AI waves? Power down your chameleons around the wormhole, and when the rest of the AI fleet runs off gank the Sentinels. Alternatively, you can do it against Blade Spawners. They also make great units for providing covering fire to your fighter/bomber blob - that 7000 range goes a long way towards keeping nastiness away from your more vulnerable short-range units, and they can assist the bombers pretty darn well. Chameleons are hands-down one of my all time favorite units, and I find myself returning to them again and again for pretty much any situation. I would recommend anyone to give them a solid shot at proving themselves to you.
I can't comment on the Neinzul Viral units, never seen them. The Neinzul waves are interesting, I think, because sure you're facing a lot of HP, firepower, and very fast units, but that entire wave is going to die on its own in 5 minutes max. There's a clock the
AI is facing on its attack for once, which certainly raises interesting tactical and strategic possiblities with defense in depth (abusing grav turrets and logistics stations can make for painless AI waves, for one). As for the actual wave size, I can't comment all that well - it's perhaps a little excessive that there are 2x neinzul units coming in per wave as normal for other units, especially when they often have something like 1.5x-2x the HP and 1.5x-2x the damage (so overall 3x-4x the HP and damage of a "normal" wave), but again, the attrition across the entire wave is huge, meaning AOE weapons can actually cause a lot of problems for them if they get stuck on-planet for more than one or two minutes. Someone should actually run the average HP/DPS difference between a Neinzul wave and normal wave. Usually it doesn't take even a minute for units to get to your command station from any wormhole, so the attrition only matters if they're attacking onto another planet. This results in pain if the wave gets sent to your homeworld for whatever reason.
I've only used Z Mirrors a handful of times, but they're still horribly ineffective. They don't all die right off the bat though. Superking, do you think you could figure out the average damage reflected as a percentage of the reflected units HP for 3.0, and compare it to 5.0 currently? It could be that the damage/HP ratio of ships now is far lower than in 3.0, making the mirrors ineffective because they're still doing the same damage against vastly more HP.
I've tried to use bomber starships, but they're expensive, die way too fast, don't do enough damage for what they should be good against (forcefields), and I would agree are pretty bland to use. I don't like them. Not quite sure how I would change them though.
Light starships I never use, they never really fit in with my fleet composition. Same with Flagships. I think two things need to be addressed for fleet starships. First, their speed - they're "fleet" starships, so they should fit in with a fleet, and should be able to keep up with the average fleet. This means fighters and bombers. Second, survivability. When it comes to starships, these are the main "starships of the line" and should be the toughest starships to kill - not raid starships - though it's good to know there's an effective counter in Siege Starships. So, fast-ish and tough, not necessarily huge piles of damage though since they have the munitions boost.
Completely agree with the Spire fleetships. I would never want to see the AI with Blade Spawners, and seeing the AI with Gravity Drains just makes me want to cry. Seriously, those things are my nightmare. I've never used Armor Rotters or had them used against me, so can't comment. Rams aren't so offensive until 15 of them show up in a schizo bomber wave and you rage-quit. Tractor platforms have a really, really awkward armor type, which should probably be altered. Heavy armor type will probably work fine for them. Stealth Battleships are just oppressive when they show up, because you need to take fleet action against every single one of them since turrets can't shoot them, depending. This is a problem. And again, letting Siege Starships shoot Spire fleetships (and other large fleetships) will provide them with some huge utility that'll actually make them worthwhile, and may make fighting against Spire fleetships more palatable if you can bring in a fleet of Sieges to snipe all the Gravity Drains or whatnot from a decent distance.
The AI Eye + Spire guardpost combination in particular is problematic, since there are very few options and none of them are effective. You have destroying the command station and then clearing under the guardpost with Raid starships (or something else immune to FF), bomber starships to not provoke the Eye (takes forever, die way too quickly), bomber fleet (takes forever, provokes AI eye). It's really awkward.
Fortresses (except for SuperFortresses) I do not see as as much of a problem. They can't move, and can't hit the entire planet anymore, so they CAN be avoided, which is a good step. They may take a little while to kill, but that's just incentive for unlocking higher mark bombers/throwing some bomber starships into the mix.
Overall, the Spire Fleetships are my #1 issue with the game, since they seem to show up in all my games - I just can't get away from them without turning off LotS, and there are things in LotS I really like to play with (spirecraft!) so it's sad.
P.S. Raise your hand if you're a fan of implosion artillery! If you're having a problem with AI eyes or fortresses, drop a cap of mk1 Implosions on the planet and in 30 seconds they'll have their target down to the range where a cap of mk1 bombers can kill it in a couple shots. The things are seriously awesome.