While that's true, there were still votes on every nominee but two on the last poll; so, it'd be ideal if we could fit all those in eventually. The cutlass was definitely among the worst on that first list.
As for the additional ships apart from the teleport battle station, I'd say spider (aforementioned), armour booster, anti-armour, gravity ripper, Zenith polarizer, infiltrator, and armour ship.
I think I'm close to nominate Spire stealth battleships on this list as well, but I'll give a go with them before I make a decision.
Random thoughts on ships from last poll that more adequately shows my prospective on them (colourized for your convenience
):
Needs attention-
Spiders are probably the worst on the list now, with the teleport station in tow. Very low HP, low engine damage, low range and no combat worth. Very hard ship to work with in a fleet, and redundant to tractor/spider/gravity turrets. We now have a lot of ships that also have tractor, gravity, and paralysis abilities.
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Gravity rippers are probably in line. As I said in the nomination topic, we many other tractor-beaming, gravity-effecting, engine-damaging, and paralysis-inflicting ships available, so why would we need an ability to temporarily shut down engines? This is a difficult ability to fit into offense and defense, let alone being affordable.
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Zenith paralyzers have non-optimal targeting (Mantis, zharmad comment:
http://www.arcengames.com/mantisbt/view.php?id=2146), but the ability is promising.
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Infiltrators... I haven't touched this one forever. Do they still do engine damage? Very cheap swarm-type of ship, but as I recall they weren't good against most fleet ships. Low HP, no cloak, situational use. I wouldn't use this.
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Armour boosters. These need to bring up armour to a flat amount if armour is lower than the multiplied amount, IMO.
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Anti-armours. Actually similar to the deflector drones: low-hp but very high range. Unfortunately, these don't have much of that range and go like crackers in combat.
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Armour ships: well... these do have a lot of HP. That's kind of it, they don't mesh well into a fleet like forcefield bearers. Maybe they need to aggro shell fire or somesuch abilities.
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Sentinel frigates: still meh compared with snipers. But I heard some arguments FOR them, so, maybe they're not that far behind? They got one vote in the poll (which wasn't mine).
Satisfactory or unknown-
Ether jets seem _okay_ to me. Might not be as useful as the Spire tractor platforms on a purely tractor use, but the stealth, high speed, and high cap gives it better overall capabilities.
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Tanks... not too decided yet. But if you're going to give the tank a huge boost, it might overshadow the Zenith chameleon bomber. Human use of the camouflage is meh, but IIRC it does have slightly better stats than the vanilla bomber...
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Armour rotters are okay, but situational (vs AI/human golems, mostly). As a human player, though, I wouldn't use it.
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Impulse emitter: damage based on armour amount is really too arbitrary for me to judge on effectiveness, which is why I'd shy away from this one.
EDIT: oops, impulse emitters do damage based on energy, and acid sprayers use that mechanic for armour. That's actually one ship I missed, too.