Why not just remove the self-damage on cutlasses? When I was using them before the recent health boost, they (mark 1s) were killing themselves after 4 attacks on the enemy, and they're too expensive/too long rebuild time/too slow to be effective in that role. Even if they were cheapened, made easier to spam, or sped up, they'd still be inferior to autobombs against most things. Remove the self-damage, drop hitpoints back down, lower ship cap by half or so(?), keep current damage stats, and give them penalties against ultra-light, light, and swarmer (really, how are you going to guide a cutlass in to hit something like that?) and give them bonuses against structural, ultra heavy, heavy, artillery, turrets. They should be good against fortresses, forcefields, guard posts, turrets, and slower, more unmaneuverable ships. Leave the armor piercing, and no bonuses against the rest (so that they're still effective if they DO catch them, just not crazy effective). Give the vampires and viral shredders a "fusion beam" attack or something else to represent them burning off parts of other ships and consuming it, make things currently immune to blade attacks immune to this new attack, and leave cutlasses with blade attacks and free to crash into giant targets.
Teleport Raiders: make them immune to forcefields, black hole machines, tractors, bonus against structural, heavy, swarmer (so good against FF, hybrid hives, neinzul primarily), major penalty against command-grade (assumption is that command grade offers excellent surge protection), give them less of a paralysis after teleporting (making them effectively faster than telebattlestations), short range, higher hitpoints (by double?), reduce cap significantly, close combat armor (hardcountered by snipers, weak against flak turrets and other AoE)
Thoughts?