1) In what ships did you observe texture replacement bugs? What other ships are bugged and should be replaced?
I haven't really noticed too many obvious bugs and flaws.
2) What do you think about codename weapon balance? How should location of codename wrecks change in the next release?
As Jinx said, more variation etc would be good.
3) What ships require a hitbox change?
Probably quite a few of them, although I believe the worst ones are already being addressed?
4) What is your attitude to possible integration of all Vanilla ship components into the hull root? This means that Vanilla ships will have only one component, like all new ships, and will take same splash/missile damage.
I wholeheartedly agree, this should be done so that these ships will be of much greater use and more people will use them because they won't have such a disadvantage in combat compared to the new ones.
5) How the ship hit points should be rebalanced if all components of Vanilla ships will be integrated into one (so the original ships would have only one component, like all new ships)?
I don't really know enough about this to make an informed judgement.
6) What do you think about complete disabling of NPC shield and hull repairs? Decrease of NPC ship strength will be compensated with better shields and reinforced hull where necessary.
Hmm, I really would like this. I don't mind having them a bit tougher (in some cases), if they can't regenerate. However, Freelancer NPCs need to be reduced in toughness overall as they are simply ridiculous. They don't have to be drastically reduced, but a reduction in armour would be appreciated.
7) Which areas of Sirius have too many NPCs? Specify exact locations you are observing in the current mod version.
Hmm...I never suffer any lag except when the server itself is lagging or going down, or other people are using broadband in my house so I don't have any problems with large amounts of NPCs anywhere. However, I have noticed quite large amounts of NPCs in Omicron Delta. Not sure where else, offhand.
8) Consequences of which RP event you consider worth including into the next mod version? What should be included? Name only ONE event.
Molly Independence for definite. As Fitzgerald said, two Molly factions (one (semi)lawful, one unlawful) would be great. I even created an ID for both the lawful/unlawful Molly factions.
The (semi)lawful would be the Molly Republic (MR), and would gain control of the Dublin system and own Arranmore Base and I think the Battleship Essex should be ceded over to the Molly Republic as part of the peace terms and moved a bit closer to the New London jumpgate. A trade lane should begin construction between Graves Station and the New London jumpgate, and also between Graves Station and Arranmore base. The minefields would obviously have paths cleared through them to allow the passage of the trade lanes. Londonderry should become the lawful Molly Republic Guard system.
The unlawful faction would be the Dublin Revolutionary Army (DRA), and they would have an outpost in the Hood Asteroid Field in Dublin, located west of the Chester Jumphole. They would also seize control of Mull Base (which would be their main HQ) in Newcastle (but the Manchester jumphole should be moved closer to Mull Base), but Belfast Production Facility would remain under the control of the Molly Republic as a lawful base. The Molly Destroyer in New London would be seized by the DRA and moved into Leeds, near to the Dublin jumphole in Leeds. A DRA base should placed around the planet in the Chester system (possibly making the Chester system the DRA Guard).
That's just how I think it should go and what should happen, but who knows, others might (dis)agree with that assessment. I think all the above changes would be cool and certainly make Bretonia a lot more interesting.
9) What do you think about removing Campaign SP compatibility from Discovery (not Open SP compatibility)?
YES, YES and YES again. This would be brilliant, thank you! It would allow multiplayer discovery to progress to be the best it can be, instead of being held back by changes that cannot be made because of the impact on the single player campaign.
10) What is your attitude to possible inflation of credit cards that would prevent cheating with those?
I have no idea on this issue, and I really wasn't even aware that there was any cheating going on with them.
11) What if all/most armor upgrades are removed and replaced with special expensive money-saving item (similar to credit cards, but without the risk of losing it)?
I am unsure what you mean here, but I don't want to lose the armour upgrades, if that is what you mean. It would unbalance everything. I do think, however, that capital ship armour MK 8 should either be made 5x modifier or reduced in price to about 750 million credits, because it is far too expensive for what it is, even as a status symbol.
12) What should be done about Nova cannon and other bomber weaponry?
I think the supernova cannon needs to get a longer refire time to give capital ships more of a breathing space. Either that or give it ammo instead of using energy, and don't give it too much ammo (say, 20 shots max before having to withdraw). The nova torpedo needs a damage increase but the blast radius is mostly ok (provided the weakness of vanilla ships is rectified).
13) How would you suggest to balance the missiles for fighters, gunboats, cruisers, and battleships? Note that refire rates for most missiles will be lowered anyway, since missiles are known to be a source of server lag (multiple moving objects).
Not sure, offhand.
14) What new IDs would you suggest to add? What ID changes you consider necessary?
I would refer you to my ID Proposals (which Treewyrm has consented to help code etc), as I believe the vast majority of those are perfectly fine ID Proposals.