Some brainstormed ideas about champions (warning, quality of suggestion may be pitiful).
Mario: Champion starts with one extra life. Gains one extra life for each system 'liberated' from the AI (command station killed). If there are no lives remaining, it spawns as champion core back at the homeworld. The Champion maintains much of its immortality, but punishes recklessness by encouraging the player to take more and more territory, advancing their doom. Ideally, Homeworld raiding would be less desirable.
Warp Pipe: Remove the ability to scrap champions. Add a 'teleport' ability that immobilizes the champion (cancelling shields, cloak), drains half of current shadow charge, then rapidly charges to 1000, respawning (without removing life counter) the champion at the homeworld once it hits full.
Rename Zenith (flamewave) ship to Fireflower hull.
Champion Controller: cribbing from a command station core, the controller spawns at the start of the game around an allied homeworld. This unit is only available to champion players, and comes with a dedicated repair/engineer beam for building modules without the support of allies. The beginning of a co-op game is often a balance between wanting to avoid building every allies power stations and 5-10 labs, and allies asking for some engineer love.
Short: Remove the abbreviation field from the champion modular window. I can't spot the abbreviation anywhere else.
Champion Mark: The saved designs for champions only remember type and placement of module. In other words, you only place Laser Modules, not Laser Modules MKI, MKII, MKIII, MKIV. If you