Admittedly i haven't played with the mod yet, but just looking at the changes to the lost spire frigate, that makes it a game winner. No units can catch up to it, and any that somehow miraculously manage to do so probably can't even scratch it and will get torn by the point defense. it rips stacks apart already in the base game and out ranges most things. The ability to have it reposition itself with its now insane speed would be game breakingly powerful. The whole cloaked units thing are also supposed to be a counter to units like the lost spire frigate. Agravic pods and Autocannon minipods are supposed to counter them as they do dire guardians. If the AI had this ship (which it could in classic via Spire Hammer AI type) there would be nearly no way to counter this unit now. With proper micro management, these modded Spire frigates would crush nearly anything in their way. Mass drivers would maybe be able to stop them, but they can just use the sabotage hack to get rid of them if they can't outright kill it.
Golems i do agree, are kinda meh right now. They have the highest target priority in the game iirc, so the AI tends to mob them to death first thing. I think they could use a little move speed buff and a moderate health pool buff, but not any more pronounced abilities. In terms of their gimmicks, they are fine as is. Something I have noticed though, are many people say that golems are not worth their cost relative to their power level. But I find relatively good success with them, when i use them specifically for defense, sans artillery golem and regenerator golem. Golems are really powerful on defense, and you can level them up through defending and then bring them in to attack once they reach level 3 or so.
Spire frigate i think realistically would only need a speed buff, but not to the extent of being the fastest ship in the game, natch Daggers.
Golems i agree with the speed, health and shield buff, I think they don't need any more pronounced abilities. Instead of upgrading with spire core, they should have their own tech, something like "zenith biology", so that way spire core doesn't become a win if you control lots of golems and some spire frigates.
Sorry if this sounds harsh, but these changes just make it basically a scramble to grab spire frigates and maybe golems and be done with the game. In classic, even if you did have golems, you still weren't in the clear. If you want me to discuss stuff I'm open.
TL;DR: Spire frigate is now way overpowerd and golems are now a good bit overpowered.
Edit, played around a bit with the mod, and artillery golem is really broken. 5x damage to stacks with AOE? This thing will just straight up eat clusters of ai units the moment they spawn from a wormhole. Damage to stacked units is intended to be a compensation for less units to hit, not as an actual balancing tool. Otherwise people would just set stacking npc units to max, and use tesla, beam or grenade related weaponry all the time. And if they got auto bombs? Thinking about it, this thing actually out damages the AI overlord, which balance wise, is game breaking. The whole point of an artilery golem from a balance and gameplay standpoint is to have it damage a single target for high damage. Not multiple.
Speaking of tesla, when booting up the game, i get this error message
https://cdn.discordapp.com/attachments/638501877998288896/643080878746239016/20191110133309_1.jpg What this is trying to say is you have a tesla weapon, that has a range of 8,000, but it can only damage anything in range of 2,800. So I now have a weapon that fires itself, but damages nothing, unless there are nearby units, which the widow golem with its tractors will never run into. Maybe it'll hit cloaked units but i always bring along a sentry frigate.
Hive golem. Oddly nothing has changed except slightly bigger hp pool, adding in an additional shot and i think a damage buff. The hive golem buff is good.
Same with regenerator golem. nothing changed really.
Botnet golem. If i'm reading this right, you're actually NERFING it. you got rid of how much it zombifies and increasing the reload time. This is kinda removing the whole point of the botnet golem. The base botnet has 80 multishot with 2 second reload. Your's is 40 second multishot with a 4 second reload and an additional weapon. While yes the zombifying weapon can kill easier, it can't zombify units as fast. The botnet auto targets units which are not ready to be converted to zombies, so it won't waste shots on units doomed to become zombies. Yeah it can zombifiy guardians now, but parasites can do so as well.
Armored golem: This thing is now an artillery golem. It's sabot weapon one shots mk7 guardposts. With a reload of 2 seconds, it has an effective dps of 750,000 when targeting high mass units. This actually outperforms the artillery golem's primary weapon. What.
I haven't gotten to the spire frigate yet, but will have to see