There are some serious issues around the relative power of turbolasers and laser cannon batteries in space combat (version 0.2). Let me describe an encounter I had: I attacked Kessel, defended by a level 3 Imperial station and a two Venators with what I expected to be overwhelming firepower: two MCC's and 4 CRV's. I went straight for the station, and took it ou relatively quickly. In the process the T/B's and turbolaser fire from the station knocked out two of my CRV's and badly damaged the other two, so when the station blew I sent the CRV's off to chase down the T/F's patrolling the asteroid belts. The two MCC's were basically untouched, and I ordered them to focus fire on one of the two Venators. It took more than 10 minutes real time (5 minutes on double-speed) for the two MCC's to destroy the first Venator and move on to the second. It took another 5 minutes to batter down the shields of the second Venator, and the first hardpoint was slowly, very slowly, losing HP. Then I brought my two badly-damaged CRV's back into the fray. Within seconds of coming into range, their laser cannons had annihilated most of the hardpoints on the Venator, and the ship died soon after. This is far, far faster than the complete armament of two intact MCC's, focusing fire at te exact same hardpoint. Whether this is related to the large accuracy cones currently in the mod, or there is some issue with damage scaling for turbolasers, I don't think a CRV should be many, many, many times more efficient at shredding a capital ship than a pair of MCC's, when both are firing at the same target, at point blank range. Otherwise, can I get the option to strip off the turbolasers from the MCC's and replace them with banks of laser cannon? This mod is a lot of fun. I'm looking forward to your efforts with the full game. Can you look into tackling build times and boosting FOW visibility ranges? There's something odd about being able to build an MCC, or a space station, in less than a day.