thank . so can u tell me what change do u make to revelation in your mod more specifically ?
I didn't do a radical rework, but first let me say I disagree with your analysis. The only problem with Provoke Hysteria is that it is the Revelations' only siege ability, and its supposed to be a Siege cap, which as you say requiring level 6 is a bit much. Reverie is actually by far its best ability. It can keep an enemy capitalship out of a fight for a very long time, permanently if you keep recasting it, allowing you to focus on killing the frigates or another capitalship. Guidance only became somewhat useful thanks to titans, since most Advent ships worry about antimatter rather than cooldown time. And Clairvoyance, while great for the lazy, does nothing a scout frigate can't do, and since they cost 200 credits its better not to put the point in this ability.
As for what I changed, I buffed what I thought were its two weakest abilities, Clairvoyance and Guidance. In my mod Guidance will now also reduce the antimatter cost of most abilities a bit, allowing all Advent ships to get some use out of it. For Clairvoyance I added a secondary effect that applies when you spy on a hostile planet that increases planetary bombardment damage from all sources, allowing it to act more like a siege capitalship, though with the added bonus it can strike from a different gravity well.
Its still not close to being a great capitalship choice, but I do think its enough to give it an important role if you choose to use it.
Here's the mod thread. Note that if you want to play the Rebellion version its still in beta, but if you get the bug fixes it should be fine. A single install official version should be out shortly.