So I've been playing the beta since it came out and I think I've gotten a handle on things enough to post some feedback.
Corvettes: So I'm having trouble placing Corvettes. I feel that the 1 supply requirement is probably too low. As you can easily spam these ships early game. And while their damage and health are really low, against early game ships they're maneuverability makes them really good. 2 supply might be a better requirement than 1. Also their abilities usefulness is questionable. My roommate who is also playing pointed out that the 10% phase jump time increase is disproportionately more valuable than the 10% passive regen debuff the rebels get. Especially considering that pirates and vassari both have 100% passive regen debuff abilities and active regen still works. Considering how mid and late game fleets nearly always have active regen abilities in them it might be more useful to make the 10% regen debuff a simple flat regen debuff which includes healing from repair platforms and hoshikos, etc.
Titans: I only have two concerns with the titans. The first is that they feel too powerful even at level 1. I get that you're supposed to actively be trying to stop titans from being built. But the way the research costs vs construction costs are distributed the research is done long before construction even starts. Perhaps moving the bulk of the build cost into the research tree will switch this up. That way the warning that a titan is being constructed might come long before the research and titan are completed. Maybe lengthening the time it takes to construct a titan could help too? I just don't like that something so vastly more powerful than everything else has only one counter to it (another titan). I also think the abilities could be a little more interesting. The 2 points per level feels like it's more than is necessary. Especially since 3 of the Titan's 7 upgrade possibilities are simple stat boosts. While the other four are interesting they're also very combat/local scale oriented. I'd almost rather see the titans play a much more global role. Considering we only get one, it should be something that enables the faction's global strategy as a whole to just be even better. Similar to how the loyalist Vassari Titan will serve as a capital planet, enabling their strategy.
My suggestion is to role the simple stat buff upgrades into the other four. Provide one skill point per level instead of two and then replace the three skill spots with buffs that effect your empire as a whole. For Example instead of having the Militia armor in the defense tree move it onto the titan so that whenever it's in friendly space it provides an armor buff to all your ships in friendly space. Or have the Rebel titan be the center for the buff that summons pirate ships. Meaning you could shut it off auto-cast so your fleet supply doesn't get instantly taken away. (though summon the dark fleet has always done the same thing) It just seems weird that Star bases have abilities that effect your overall strategy while the titans don't feel that way yet.
New Cap Ship: I love the new board mechanic. Not so much because it lets TEC take over ships but because it interacts with every other ability the cap ship has. Similar to Overcharge and how the Loyalist Titan interacts with friendly/hostile space. The Auto cast for the demolition team abilities does seem to be a little too self destructive when the cap ship is in small fleets though. But that might just be me. Also the tool-tip for the health regeneration ability for the Cap ship reads as if it gets permanent buff to it's hull though I haven't really noticed one. Might need clarification.
Moons! Got to say it always bothered me that there were no moons. Now there are! Hurrah! But they function nearly identically to Asteroids. Which makes me a little sad. I kinda feel like they should be a little different at least. My suggestion is to either adjust the Moons so they can hold perhaps a tiny bit more population like say 40 instead of 20 being as moons have more surface area.... or to reverse the logistic/tactical upgrades. Meaning while asteroids get the 1 logistics upgrade and 2 tactical, moons would get 2 logistics and 1 tactical. making them good for economies but harder to defend. Guess that's all the feed back I got.
Edit: Sorry about the block of text. Not sure why it's formatting differently than when I wrote it.