Well, I'll do this bit by bit, otherwise I won't write anything. I don't Net-Melee much, so they're more general comments, but I do use hotseat PvP occasionally.
Overall, I'm in favour of almost all of the changes. The new points values are also much more sensible, though I do think that odd numbers don't induce that many headaches and should be still viable.
Androsynth.
-New points value much more appropriate
-Longer blazer lifespan is really noticable and makes it a much more viable weapon. Trail looks cool.
Arilou.
- New teleports are awesome, though as I'm always accelerating, I do find it hard to remember to let off the thrust button for the defensive teleport. Also the increased teleport cooldown is good, and in fact maybe it could be increased further?
Chenjesu.
- New shards are much better defensively, not so good offensively. I do like this:it's amazing how quick you can clear the Ur-Quan fighters.
- Also happy with the free DOGI.
Chmmr.
- I think that high mass should be a virtue in some circumstances. Would prefer the old masses for the large ships, but don't really care that much
Druuge.
- Happy with the choice to mostly leave it alone.
- Would perhaps be in favour of reducing max speed under recoil - it's pretty ridiculous at the moment.
Earthling.
- Minimal changes, no problem.
Ilwrath.
- Visible-while-cloaked is very useful, and not that you'll care, but it's nice against the AI too. I'm also fully in favour of the removal of auto-facing, as a result.
- The Tri-helfire spout is awesome. Finally I have a chance of killing an Arilou!
- Not so sure about reasons for the (relatively minor?) changes to the battery and energy regeneration - would be happy to have left them as previous. Or are there unforseen tactical consequences?
Kohr-Ah.
- FRIED cancellation is fine, though I would note that the Mauler Shells are much less tough (4) than the other projectiles you list and perhaps shouldn't be included. But I don't care much.
Melnorme.
- Minor changes, no problems
Mmrnmhrm.
- Minor changes, no problems
Mycon.
- Very much in favour of the lowered price
- Not so sure about the nerfs vs. Kohr-Ah (could you instead nerf the blades to favour the Mycon instead?)
Orz.
- The minor changes to the marines are good - I agree that they are a valuable resource. In particular, for a ship with only 16 crew, the recall feature is invaluable.
Pkunk
- AI specific gripe: As someone who plays a lot against the AI, I don't like the lowered point value, given that the AI is murder with a Fury. But I can see the rationale for PvP.
Shofixti
- While for gameplay reasons I perfectly understand the point increase, to me it just seems... wrong... to have the humble scout valued so highly. But I have no constructive suggestions for an alternative.
- Fine with changes to shielding. Much more consistent.
Slylandro
- consistentifying the lightning range is a good move. Not so sure why you've decided to make it seek cloaked ships though. Surely the poor Avenger deserves a break?
Spathi
- I hate fighting Probes. I'm glad there's a decent counter now.
Supox
- I love being able to reverse and turn. The altered controls did result in a few untimely deaths at first, though...
Syreen
- Nice little tweak on the Syreen Pvp. That fight is a crapshoot. Kind of makes sense that the Syreen would be resistant to their own powers, too, in case consistency matters to anyone.
Thraddash.
- More crew is good. A race of space-rhinos shouldn't have such a pussy ship.
- I like the new weapon, it's much less abusable, but am interested in the rationale behind the knockback. Also, the combination of damaging weapon and cheaper afterburner makes the Torch a good flanking ship, will be interested to see the consequences in melee.
- I guess the changes to afterburner are to make it a more viable weapon. Mostly in favour, but why the increased flame-puff toughness? It's just ephemeral flames...
Umgah.
- I'd be in favour of a drop to 4 points. If you didn't have an irrational aversion to odd point values, I'd say five was perfect.
- Seriously, is there anything you can do to improve the Umgah? More backwards zip? Longer range antimatter cone?
Ur-Quan.
- Jumbo fusion blasts look funny but they do make a noticeable difference.
- I love almost everything about the new fighters -they really make the Dreadnought pretty formidable. I think the 20 energy per squadron is a bit steep though. I like the emergency last minute fighter deployment and at 20 energy per squadron it's a lot more difficult.
- Not a fan of the energy-draining fighters at all - I'm sure there were balance reasons for putting it in (Yehat, Utwig?) but I just don't like it, mostly for stylistic reasons. To me, the dreadnought is all about domination and brute force - energy drain is the Chenjesu's thing.
Utwig.
- The 5 energy vs. Kohr-Ah does seem very heavy-handed, as you mentioned, and unneccessary. Given my objection to energy-draining ur-quan fighters, I also disagree with the changes with them.
- The other minor changes seem sensible and improve consistency.
VUX.
- I like the changes to limpet effects - previously, the first limpet was almost always a death sentence... albeit a very, very delayed one. This change means that you can still win with a couple of the bastards attached and not be completely useless for the next combat. Conversely, the immobilised status means the fights don't drag on endlessly.
- The changes to battery size, limpet cost and energy regeneration seem minor and kind of pointless. I'd be interested in the rationale behind them.
Yehat.
- All the changes to the shield are great. It makes the Yehat a lot less invulnerable - it's particularly noticeable against the AI.
- Lowered cost is much more appropriate, though I think maybe it's too low now. Perhaps 18 would be more suitable.
- Not relevant to your changes, but I've always thought that the Yehat should be faster - it's really crippled by it's relatively slow speed (though, as you note, gravity whips are an option).
Zoq-Fot-Piq.
- Not much to say, really. I agree, I don't think it needs any modifications.