It seems like many other people have echoed what I wanted to say anyways, but here I go anyways.
Mobile Repair Station: 1 minute is too long of a cool down and self-repairs too slow, especially for its 4k knowledge cost (I have some Mantis issues about these,
6066 and
6064)
Neinzul enclave: Self-construction rate is too slow overall, self-construction rate should go up over marks, needs more health
Etherjet-tractor: Can you double check its cap HP? It seems low at the moment, even for a ship that is supposed to be on the fragile side of things
All the ships in the release notes of 5.028 that you said need a more serious rebalancing effort: For reference, you mentioned the Spire Gravity Drain, Spire Gravity Ripper, and Spire Armor Rotter
Bomber starship: It's HP is less than that of the Plasma seige starship. It seems odd that the starship that is supposed to be the most fragile military starship isn't. Other than that, bomber starships are pretty good. They could use some minor bonuses similar to that of bombers, but their unboosted DPS is pretty dang good even by starship standards. I wouldn't mind it losing some speed though, if for no other reason than to make them easier to manage in a fleet.
Mk. II military starships in general: Aside from the fleet starship, 5k knowledge is of questionable worth for Mk. II starships, especially when Mk. III and Mk. IV fleetships are only 1k more (6k). It gets even worse for Mk. III, at a whopping 7k. Can this be brought down to 4k and 5k? Though I could live with 6k for Mk. III as well.
Non-military starships: There needs to be some sort of "treated like a military ship" similar to that given to scout starships.
Plasma Seige starships: Actually, this is not a request for a buff, but a request for a nerf. Applying 10k engine damage in a AOE manner is sort of OP. Can this be changed such that only its direct target gets the full 10k engine damage, and everything else gets a significantly smaller percentage of it? Also, their "damage stuff under forcefields" effect seems to damage under construction Zenith trader stuff. Isn't most of the stuff that is capturable (which is most of the zenith trader offerings) supposed to be immune to this effect?