Oh, and speaking of experimentalist units, I think many of them are good candidates for the next "what needs a buff" poll.
I'll give a better breakdown when that rolls around, but.
Translocator: It traslocates well enough, and does a somewhat low but not pathetic amount of damage (which is fine, their job is a disruption unit, not a damage unit). However, it's cap health is pretty bad for a Mk. III unit (despite it showing no mark symbol, according to the "list all the ships" sidebar thingy, it is a Mk. III)
Speed booster: The boosting effect is a bit small individually, especially when you look at the HORRID cap health. Heck, even laser gattlings Mk. I laugh at how fragile this thing is. (It's a "Mk. III" with only 8800 HP with 98 cap! Good armor though at 7800; it should keep that for "flavor")
The microparasite and the decoy drone have gone through the balance rounds relatively recently, and aren't too bad.
The Mk. V expermental engineers are actually much better than what the standard mark progression would imply. (Just FYI, the Mk. V engineers do not have the "Take 4X damage on enemy planets flag", not sure if intentional or not)