Think the main thing is to get a working alpha out the door. If you don't want the long stuff, skip to bottom... then re-read please.
Assume all non-BS ships are piloted by players with L3 skills across the board when it comes to armor amount and shields. Also assume that all battlecruisers and battleships are naval quality made to omni tank so then you just have to tinker with shield and armor levels. Also, only a few ships need abilities that rep armor/shields -assume buffers otherwise.
Most BS's can have flak burst (smartbombing drones/fighters), ability for overheating (increased damage + self damage), ability for armor repping or shield boosting.... pretty generic, but easy.
Armor and Shield Levels:
3 BS per race, 1 dread, 1 carrier?
Raven, high shields, very long range missiles with area affect researchable. Scorp -torps, self heal shields, disable abilities and phase out target (10s). Rokh, highest shields, long range rails.
Tempest: average shields & armor, afterburn, high & long range damage with designate target. Typhoon, afterburn, high armor, high & close range damage guns and torps + some fighters. Maelstrom: very high shields, long range damage, self rep shields.
Apoc, very high armor, very long range lasers (not a tough one). Geddon, afterburn, high armor, high & close range damage. Abaddon, highest armor, very high close range damage.
Megathron, high armor, high & close damage, afterburn. Dominix, lots of fighters, remote shield/armor ability, buff for fighters. Hyperion, highest armor, self rep armor, long & high damage.
2 BC in frig/cruiser slots
Ferox/Drake will have the highest shields, very high mitigation. Drake, long & average damage. Ferox, long and high damage. (gives ferox long awaited damage boost)
Cyclone, average shields, ability to self rep shields and long range damage. Hurricane will have average armor, ability to self rep armor, and short range damage but fast.
Prophecy, highest armor level possible, average speed and close range damage. Harbinger, average armor, long & average damage.
Brutix, high armor, afterburn, self rep armor, short range damage. Myrmidon, railguns + fighters, self rep shields, average shield level.
3 cruisers (2 damage, 1 logistics)
Caracal, long range missiles -no surprise there, good shields. Moa, long range rails, good damage and good shields. Osprey, remote shield repping.
Stabber, afterburn, short & high damage, poor shields/armor. Ruppy, long range, average damage, good armor, poor shields. Scythe, remote shield rep.
Maller, highest armor for cruiser, low damage. Omen, afterburn, decent & short range damage. Auguror, repair cloud?
Vexor, fighters with buff, good armor. Thorax, good armor, afterburn, high & close damage. Exequror, repair cloud?
3 frigates (ability to stop ship needed [10s])
Kestrel, average missile range, good damage, decent shields. Merlin, highest shields, long & decent damage, afterburn. Condor, scout/tackler with low damage.
Breecher, average missile range, low armor/shields. Rifter, afterburn, tackle, high & close damge, average armor, low shields. Slasher, scout with low damage.
Punisher, highest armor, average damage, afterburn. Inquisitor, long range & good damage missiles. Executioner, scout/tackler with afterburn.
Incursus, short & high damage, good armor, afterburn, tackle. Tristan, short & average damage, average range & low damage missiles. Atron, scout/tackler with low damage, afterburn.
Probe, Navitas, Bantam, and Tormentor are colony ships.
Ewar cruisers... not really needed unless easily added.
The main thing... get the ships set and basic abilities good.
The research can be pretty simple and not really require much modding. looking at TEC tree atm for below, but certainly advent/vasari research for military type research will be appropriate.
MILITARY
Structural Subs:
Caldari, load of shield research, nothing for armor, not big on manuevering.
Amarr, loads of armor, nothing for shields.
Minmatar, some armor, some shields -not as much as either Caldari or Amarr.
Gallente, loads of armor, little shield
Ballistics and Rockets:
Caldari, tons of rockets, some guns.
Amarr, tons on lasers, very little missile.
Minmatar, some guns, no lasers, some missiles.
Gallente, new fighter improving research for more hp/damage, lots of guns, nothing for missiles.
Experimental Design:
Afterburn & Tackle will be Tier 1 and cheap.
Caldari, Tier 2 for kestrel, Tier 3 for Osprey, Tier 4 for drake, Tier 5 for Raven, Tier 6 Rohk.
Amarr, Tier 2 for Punisher, Tier 3 for Auguror, Tier 4 for harbi, Tier 5 for Apoc, Tier 6 Abaddon.
Minmatar, Tier 2 for Rifter, Tier 3 for Scythe, Tier 4 for cane, Tier 5 for Tempest, Tier 6 for Maelstrom.
Gallente, Tier 2 for Incursus, Tier 3 for Exequror, Tier 4 for Myrm, Tier 5 for Megathron, Tier 5 for Hyperion.
CIVILIAN
Industry, Engineering, and Policy don't need changing really.
It's a matter of getting elements from each vanilla race to the right eve race. Amarr, very Vasari. Gallente, Advent. Minmatar, TEC. Caldari, a bit of TEC/Vasari.
EASY MODE: Simply put, don't make things out to be more difficult than it could be. The tough thing will be dividing up research, repositioning it, and getting the research workable. Use as much of what's in SINS as possible to avoid having to make your own research/buffs/abilities. You can easily rename things for more of an EVE feeling -including Artifacts for Sleeper/Cosmos entities.