After playing a couple games with the new starships, here are my thoughts:
They are too good, but not by much.
I want to keep their durability and resource costs, and their k costs are in the ballpark (maybe another 500 k for the mkIIs).
I would say to nerf DPS by a factor of .8 or .75 and reinstall the munitions boosting cap at 150%. As the epitome of low-cap units, with all the advantages that entails, they will manage.
I've played a few games with them too, although in the 7-7.6 range.
I really like playing with them, but they're crossing one of the lines: I can take out AI HWs with
only starships. I basically don't have a lot of reason to need fleet ships at those difficulty levels. Shield Bearers are great to have along, and "Space Dock Cannon" types like the autobomb and firefly are great tools, and so on... but I could actually just put all the K into starships, use the free fleet ships from start and ARS's plus the free turrets on defense, and take the starships around as an unstoppable wrecking crew (particularly once taking an ASC) through anything I really care to. Granted, that's with HarvesterIIIs but it doesn't take that much K to get the starships.
What I was going for with the 6.012 changes to the main combat starships was to make sure they were a good deal for the K (which I think succeeded, to put it mildly, though the plasma-siege is a little more borderline), but that the "total" available to you even if you just unlocked
all of them would not suffice as a replacement for fleet ships. Maybe all_starships+free_fleetships, and it's fine if they work as an independent fleet for small-to-moderate ops, but not as an independent AI-HW-wrecking fleet.
Part of the problem is that when I halved their K costs and set about making their stats target "half a cap" of comparable fleet ships, there was community pressure to not take them that low. Which is fine, but the result is starships (specifically the mkIV zenith or spire) that
don't die and have enough firepower to face down the AIs strategic reserve. Not to mention superweapon-territory stats, though that by itself isn't the problem.
I could partly alleviate that by bringing them all back up to caps of 4 or whatever, but I honestly would prefer having them all have caps of 1. The epitome of the low-cap ship, as you say.
Anyway, what I'm seeing is a need to further emphasize that starships
as a category are intended as supplemental units, not superweapons. Before that, though, I think we need to take a look at the current stats and ask if they're in line with their K costs.
You're willing to pay 2500 K for mkII fighters. On epic-combat-style, that's paying 2500 K for about (slight overestimates) 32M HP and 600k bonus-DPS. Right now you can buy a mkI Zenith Starship for 500 K and get 36M HP and 160k bonus-DPS. The mkII is 1000 K for 72M HP and 320k bonus-DPS. Even for just the DPS you're getting more for your K, and the HP is over twice as good. Granted, you pay a lot of m+c for these, but I don't think that justifies
that magnitude of stat difference.
I'm not really wanting to bring the K costs up to match the stats, but rather bring the stats down to suit the K costs. Possibly even bring the K costs (and thus stats) down even lower.
Otherwise it seems inevitable that these will overshadow fleetships. I don't mind if someone
wants starships that overshadow fleetships (I'm one of those people), but we've already got an option for that (Fallen Spire) and having a base-game category that does it too is just too much.