* Nomination: Ultra-High Cap ships. For three reasons.
1) They break Eyes.
Unless AI eyes start counting firepower based on firepower ratios (which total planetary freeing already does, making this partially redundant) or a scaled count (it still uses ship count : ship count ratios, but the ship count would be a weighted sum, with lower cap ship counting more than higher cap ships)
I don't mind this too much, as I know this going in ahead of time when picking high cap stuff, and I don't think its a big deal if some things can counter high cap ships pretty well due to their mechanics.
2) Unless armor is removed they don't have enough punch.
Aside from armor rotters (like mini-pods), you are right. I am hoping that the armor revamp/removal/rebalance/whatever is chosen to do with it is done, this will be dealt with.
3) Damage decay rate is phenomenal.
Now this, I can agree with.
For whatever reason, in the current game balance, DPS lost due to ships being lost (which impacts high cap ships more) tends to be a greater factor than DPS lost due to overkill (which impacts low cap ships more). Because of this, high cap ships generally fair worse in extended combat, even if cap DPSs and cap healths are the same. This is why giving higher cap ships more cap health (either by more health per unit, more cap, or some of both) may be helpful. I would argue that 50% increased cap health (for the highest end) is too much, something like an extra 20% or 25% for the highest end seems closer (scaling with cap of course).
A similar, inverse argument can be made for lower cap ships. However, because they do have a reduction in DPS effect (overkill) of their own, it shouldn't be quite the same in the other direction in reduction. So only, I would say, 10% to 15%
less cap health for the lowest end of caps (again, scaling with cap). (100% cap health scaling is the adjustment for "normal" capped ships, ships with the same cap as the triangle)
Also would like to second the Orbital Mass Driver nomination. Doesn't really have enough DPS to threaten what they are supposed to threaten anymore to a reasonable degree.
Also
*Nomination: Superfortress
While these things do indeed pack a punch and take quite a bit of punishment, it isn't as much as what is in effect a Mk. V fortress would imply it should have. The 300k energy price tag certainly does not help with this either. This could be buffed up even more to meet the standards implied by Mk. progression growth, or it could be reimagined. For example, someone suggested making it a buffed version of the human modular fortress, that could work. (I'm not complaining about the M+C price, as noted, the prices are supposed to be insane)