Okay, I've played for about..10 hours for now. I see that public version has been released, and congratulations. This is my personal thoughts regarding some issues, which are not bugs, so I will post it here where other public users can also discuss.
I tried all four, to see the trees and units, and then hopped in for CIS(I like droids.) and played for about 10 hours in 2:2:2 comp stomp. First of all, unlike the 0.90 version(yes I played that one before..and ended up having ultra frequent mini dumps) this one is VERY stable! I never saw any bugs so far(except that the droid tri-fighter goes invisible when zoomed, which is already mentioned in the post). Truly remarkable!
I also enjoy seeing a lot of capital-class ships which are not really capitals in-game. At first glance, I thought 'what the hell? why did they put ISD as a capital AND cruiser?, but now I am rather happy to play with lots of massive ships. Well, but I think the Icon for capitals and cruisers should be differentiated, right now it is impossible to tell them apart in the empire tree, unless I click them and see for myself.
And that Jabba's portrait as a pirate...that was a very good touch. And planet names. This mod really makes the game look like a Starwars universe.
Oh, and BTW I did found a bug..the direction of CIS colonizer's 2D image when zoomed out is like, 90 degrees rotated from its actual heading. Apologies if this has been already mentioned in mantis...
The down side is, because of the huge gravity well it really takes INCREDIBLE amount of time to manuver. Even structure building is too slow, because the builders have to move so much. This makes the game really, really slow.. and we all know that Sins is not a fast-paced game. Not that I like fast games, but this is just too much..
Another issue is, I think there are too many ships that can attack strike crafts. I think they are much less effective.. I really saw them disappearing very quickly in battle, and ships like capitals are distracted, trying to follow those squadrons, which is frustrating. I think strike crafts should be countered by fewer options.
And buzz droids.. according to the description, there are no difference in the ability levels of buzz droids. Is this a mere error of description?
Plus, I think scouts should be more endurable. They just die so fast, and it is difficult to explore. Lots of ships having the ability to bombard the planet is.. well, I think that makes the game for fluid. I kinda hope that ships will have more specialized roles, though. I really like the abilities of that banking clan' frigate(Munificient?), that is innovative, but I think some ships are just basically cheaper and lesser versions, vs expensive, stronger damagers, which makes some ships practically obsolete when more funds are available.
Okay, that was my early 10-hour impression. I understand that most of things I've mentioned here is basically the same with 0.90, and if this is the team's intended style of gameplay, then I understand..but in my opinion it would be more enjoyable if some elements are modified.
Oh, another question. I saw the concept of 'milking ship' in 0.90, and I did not see one in CIS now. Is the concept dropped out? I see that ships regenerate their anti-matters by themselves now.
Edit: I also want to add that there are too many researches in military tech right now. I think making them similar to Distant stars or mad scientist Mod(like, making the upgrades have more levels), and reduce the numbers of them would be better.Or move some of them like hull reinforcement to defense.
Another Edit: I think some CIS capitals can use some voices from the movies, like Grievous's or that Trade Federation viceroy's. I am not good at it, but I might try to record them via softwares from the movies, if you want. Gotta finish my semester first,which ends next week, though.