I didn't specifically intend to leave the eyebots terrislow or anything like that. A speed increase is certainly ok to me, though you may regret it when you see what an AI can do with a type that can go fast and through ffs (other than raid starships).
Eyebots are intended to be one of the flimsiest types in terms of total-ship-cap-hp, though. If you go raiding with them expect to lose a lot if there's any defenses. Perhaps they could be made cheaper to compensate for the pain of rebuilding them, but I don't see them ever being tanky or bulky. That said, it's not that their health has to stay exactly where it is.
As far as a "storing up shots" mechanic, I don't really see that happening due to the extra complexity involved and the fact that it's really not much different than simply tripling their reload time and tripling their damage. I'd be willing to do that but again I'm not sure you want to see what the AI would do to you with that
Leaving a "scouting parasite"... it's interesting, but seems more complexity than it's worth and ultimately doesn't do anything for you that scouts can't. I don't really see the scouting ability of the eyebot as important, but Chris may feel otherwise as he originally added them. In the spirit of the scouting-parasite idea it might be funny to have dying eyebots leave "remains" that give you visibility; probably without time limit just because it would be a pain to keep replenishing them, etc. That would basically let you get "scout picketing" visibility anywhere without spending the scouts. But would it make any difference on whether getting the Eyebot from an ARS is a good thing or not?
Reading the previous stuff in the thread and will keep it in mind.
Odd about the Neinzul Tigers: they're my favorite "guard post assassinators"; I just set up a flood from the other side of a wormhole leading to the target planet and do a lot of ctrl+, (or whatever it is) and right-click-guard-post. The other younglings can be used in this way somewhat but the tigers have better bonuses for it.