Here is what I had written in the other thread:
I haven't had a chance to try fleet ops, but it looks much harder to abuse than Starmada. We're currently almost done a campaign, and there has been a big disparity between ship designs. Based on our experience here is what I'm thinkign of banning for the next session (which in my mind is similar to what would work for a more generic "balanced" setting):
-No tech (lets you put an abusive amount of weapons on a ship)
-None of these weapon traits: Ignore shields, piercing 2&3, increased impact, repeating, continuing damage, increased hits
-Point limits for fighters, strikers, seekers etc (this stops them from getting super powerful but still allows customization - have to trade off - not sure how you would handle dual mode fighters in that environment)
-No 2+ accuracy or ranges above 18 (in most space games I've played weapons either usually take a HUGE penalty for firing at long range OR they have reduced damage over range - on the standard sized map for Starmada with 2+ accuracy and range 24 you can really reach out and "touch" someone very badly on turn 1. If they don't also have range 24 they are in big trouble)
-No "G" arc (or at the very least replace it with something like the Bow arc from fleet ops - its just too nice a discount for forward firing weapons).
-Don't allow (or reduce) fighter flight launch while performing evasive action - same goes for boarding via teleportation - should be a penalty to hit or something.
-No ammo - people can take slow to simulate reloading
-no starship exclusive (its generally just a 30% reduction in cost for a weapon that you would never bother firing at a fighter)
And this is just something I think would be nice in general:
-It would also be great to allow anti-fighter batteries to fire just prior to the ship being attacked by a fighter flight. If this makes them more expensive so be it, but its very hard to deal with seekers/strikers.
I'm sure there are others with more suggestions