Ok, did a before-and-after test on the /=100 stat deflation. Bear in mind that the target ratio is 100:1, and that any value that was > 0 was not reduced below 1 for this (otherwise strangeness would ensue).
Health is ok, the highest old:new ratio there being 100.1:1 (due to some other rounding rules), and none being lower than 100:1 (since nothing relevant had less than 100 health)
Shot power is a lot weirder, but looks like it can be handled:
1:1 for implosions (which do damage by formula, not by their actual base attack value) and warheads (who don't use their supposed "attack" value at all, but a separate explosion-on-death value)
10:1 for the counterattack posts and decoy drones and wormhole command posts (whose attack values existed primarily to insult them, rather than hurt their targets), can ignore.
49:1 for the NkI Zenith Polarizer because it has a 49 base attack which would become 1, which is actually a concern: if nothing else were done, this would be a 50% nerf to the zenith polarizer, because its base damage IS used (it's very low because it's multiplied by a function based on target armor). But it's a simple fix: change base attack from 49*mk => 100*mk and change seconds-per-salvo from 2 => 4.
75:1 for the Spire Shield Guard Posts. Their attack's pretty trivial anyway, so a small change to it isn't a concern; can ignore.
78:1 for the MkI Youngling Vulture because it has a 78 base attack which would become 1, which is worth fixing since it has a low base attack that is then multiplied by a function based on the target's lost health. So just change base attack from 78*mk => 100*mk and change seconds-per-salvo from 5 => 6 (a 20% nerf for a 28% buff, but close enough)
98:1 for the MkII Zenith Polarizer, but that will be dealt with anyway by the change provoked by the MkIs
153:1 for the MkI Impulse Reaction Emitter, because it has a 153 base attack which would become 1. So we can change base attack from 153 => 300 (roughly doubling power) and seconds-per-salvo from 2 => 4 (halving power).
150:1 for the MkI Laser Gatling, because it has 150 base attack which would become 1. So we can change base attack from 150 => 200 and call it a day because these needed a buff anyway.
140:1 for the MkI Autocannon Minipod, because it has 140 base attack which would become 1, So we can change base attack from 140 => 200 and (see laser gatling note)
131.5:1 for the MkI Lightning Turret, because it has a 263 base attack which would become 2. So we can change base attack from 263 => 300 and seconds-per-salvo from 15 => 17 (from 17.53 => 17.64 base dps per target)
120:1 for the MkI Vorticular Cutlass, because it has a 360 base attack which would become 3. Melee ships don't respond so well to seconds-per-salvo changes, so we can change base attack from 360 => 400 (11.1% buff) and change cap from 392 => 352 (11.3% nerf).
118:1 for the MkI Tachyon Microfighter, because it has a 590 base attack which would become 5. So we can just increase the base attack power from 590 => 600 and call it a day, since it's not a big change.
Similar with the Zenith Viral Shredder (585), Armor Ship (795), Spire Teleporting Leech (560, a bit more of a change but it's UP anyway), Zenith Hydra Head (780), Vampire Claw (880), Champion Polarizer Module (550), and MLRS Guardian (660).
All the other inherent nerfs would be less than 10% so I'd probably just bring those to the nearest 100 base power.
(note: I didn't put *mk on all the attack power figures, but I would do those changes for the whole lines and not just the mkI versions)
Armor and Armor Piercing would have similar issues (probably a bit more of it), but probably it'd just be a matter of rounding up.
Armor Damage should probably also be deflated, dunno. Not many things have it, and some have very small values of it.