I'm emotionally involved with several of these retired mechanisms (sniper, swallowing, etc) but I recognize the game balance and clarity would be better without them.
And... no more ammo immunities! Yes!
However I'm growing more and more worried about "candy techs". And short warning: I will use the word "upgrade" instead of "candy tech" from now on.
I would like to see more "ship personality" by lowering the number of upgrades one ship has access to. But it seems many units have access to a common ground of defensive upgrades (Hardening, Repulsors, Regeneration, Jacketing, Armor) and only a few more. So I would support the establishment of a design rule that would allow every ships to have these mostly-non-twisting upgrades available, and save really-twisting ones (cloaking, FField-ignore, teleportation, reclamation, vampirism, etc) for crafting what I name "unit personality".
A few examples. The Raptors are unique because they start with an insane speed and have access to the rare cloaking upgrade. The possibility for a teleport battlestation to acquire the rare leech ability (to become a teleporting leech) would be part of its "personality" (because few can).
However, I'm afraid the common ground of defensive upgrades would confuse new players and clutter the interface. I would like to see a distinction (maybe just graphic) between "defensive" and "twisting" upgrades. For example, just by looking at the Raptor stats (to keep that example), a player could quickly see "this one has the usual protection upgrades plus cloaking and engine bore." (instead of "Cloaking, Hardening, Regeneration, Jacketing, Armor, Piercing, Engine Bore", which is harder to mentally untangle).
Also, I really dislike most of the current names and prefixes of the upgrades. I hope they are only working names.
Please rename "engine bore" as "engine damage" for the upgrade itself and use "Spider" for the prefix.
Repulsors -> immunity to "capture" -> immunity to tractors and mines (aka Raider perks). That is highly confusing. I have no name to suggest right now, but please tell me you'll change it.
Suggestion: speed x2 upgrade; prefix "swift" or something.
I like the old perk names and prefixes: "spider" for engine damage, "leech" for reclamation, "widow" for tractor beams, "arachnid" for starship targetting, etc. I hope to see them used in AIW2, and to see new thematic prefixes, like (totally improvised suggestions subject to discussion) "acidic" for armor damage, "blinker" for teleportation, "tesla" for electric AoE, etc.
About the "Interference" immunity (aka "Starship cocktail")...
So you replaced my "size" idea with a handle name for the starship cocktail of immunities. Why not. I'm sad, but why not. So no more size-based targeting? No more OMD, Arachnid GPosts, disassemblers and Artillery Golems? Well, okay. I won't regret them specifically.
Interferences = tractor, paralysis, EMP, translocation, reclamation, etc. I think this is dangerously unclear. Where will the game tell what is the "interference" perk? Where will it list these immunities?
My "size" idea, while having different issues, had the advantage of letting each perk define to what it apply (or not). The definition of a tractor beam, for example, would say "target only small units". A big unit would have only to say "I am big" (instead of "I am immune to tractors and reclamation and translocation and paralysis and etc").
That's nitpicking, but I personally prefer the "size" approach. If everybody prefer the "interferences" handle for the cocktail of immunities, I'll shut my mouth.
Anyway, overall, I really pleased with the development of the design document. That's a hell of an emotional travel, but the net result for the game is truly positive, I believe.
Keep it up!
EDIT:
I really like how you streamlined the perks. Regeneration for instance, having a general "2 minutes for full regen" instead of per-unit-type times and rates.