This is way late I know but I've finally gotten around to putting my opinions and feedback since the Vasari were introduced together for whatever it's worth (I have never played MP)...
Game / UI stuff:
- I would love to see some more game options for variety / replayability like no mines, no titans, and no superweapons to go along with the no pirates option. As much as I love the titans it might be interesting to play without them once in a while, ditto for superweapons. I absolutely loathe mines but others like them so a toggle would give everyone the choice and make the game even more diverse. Also for new players it could help a lot with the learning curve that keeps growing with each new expansion. Even with no mines, pirates, superweapons, AND titans it would still be a much more complex game than vanilla Sins which wasn't exactly shallow or we wouldn't be testing the 3rd addition to the Sins universe.
- A button on the game setup screen that increases / decreases the AI difficulty setting for ALL AIs instead of having to click each one whatever number of times X the number of AIs. On larger maps against a lot of higher difficulty AIs this quickly reaches a tedious number.
- The scuttle button needs to be larger and better labelled.
- New victory screens perhaps. The old ones don't seem to fit some of the new factions very well.
AI:
- The AI doesn't form alliances anymore that I have seen. When playing factions that get along well with others I've ended up allied with two AIs at once but since they won't ally with each other I don't get to see the victory screen unless I go to war with and defeat one of them. I usually don't find the subsequent destruction of an empire I've helped out and been helped out by much fun. Changing the condition of the the victory so that as long as all your allies aren't actually at war with each other you win could be a good workaround. Although it's odd to see two AIs with envoys all over each others worlds, max relationship, all the pacts, etc etc only at a ceasefire. Also they might work better as a team if they actually allied since I've seen signs of AI improvements along those lines getting good support at times without even asking.
- Fleet formation around titans can get seriously messed up in two ways. The first is that titans weapons have such long range that the titan can blast away at a target but the supporting fleet is out of firing range so just sits there. In the case of enemies which also have long range attacks the supporting fleet can be decimated while doing little to nothing besides giving cheap exp to the enemy. Even worse I've seen a few cases where the supporting fleet is just close enough to the target they advance to attack, but by the time they get into firing range the reform fleet thing kicks in so they turn around and go back to the titan while under enemy fire since they came into range of the target if they weren't already. Rinse and repeat until death. I've seen an loyalist Advent loose two lvl 10 capships along with most of a large fleet to a TEC starbase because only the titan was really attacking with the rest of the fleet bouncing around inbetween attack - reform fleet - attack - reform fleet loops. Might have been amusing if it hadn't been my ally...
- Fleet formation around titans problem two is that they don't really form up *around* the titan. This seems worst for Advent, especially the loyalists for whatever reason. Instead the whole fleet tends to form up fairly spread out mostly to just one side and really wants to stay like that. Combined with problem one this has led to two truly silly fights where I've got a powerful fleet killer titan by itself (once kultorask, once eradica) going up against loyalist advent titan + fleet. So my titan ends up chasing the fleet which keeps trying to reform off to the far side of the enemy titan which is chasing my titan which is chasing the fleet which is chasing its titan and the whole mess just literally goes in circles around the gravwell effectivly going nowhere but making good time on full thruster burn trying to get there. As an aside micro phase jump starting looking better to me after those messes.
TEC overall:
- Marza missile barrage is still incredibly OP, both levels IMO should be knocked down to half current damage which would make it very powerful instead of silly OP. At absolute minimum level 2 should do the damage level 1 used to inflict and put level 1 back to say 66% of previous damage so at least then the "I winz vs AI" button of old would take a little while longer to get ahold of and wouldn't end up being anymore OP than it already was.
Advent overall:
- Bonuses from Advent envoys are just sad compared to those given by the other envoys. Double the effect of everything they do and the TEC and Vasari envoys still would still be a bigger help by far but at least the Advent ones wouldn't be quite so far behind in comparison. Thankfully the regen rates bonus doesn't help enemies as often as it used to, that was a nice fix.
- Phase missile block bonus in the Advent culture techs show up as red making them appear as penalties. Assuming they aren't currently penalties instead of bonuses (hard to test by myself), it would be nice to have them appear green to match the rest.
Vasari overall:
- I'm a little surprised at the rebels going the advanced phase missile route and the loyalists going for advanced pulse and wave weapons. I figured the loyalists to stick with the truly unique Vasari weapon and the rebels would be the one to shift their focus towards the energy weapons which seem a bit closer functionally to the other races weapons making tech exchanges a bit easier.
TEC Loyalists:
- Militia Weaponry still doesn't seem to be doing anything. When it does I suspect it may be overpowered at a max of 30% where say a solid 20% would be really powerful if it affects every ship and structure with any kind of weapon on it like the infocard says. Hard to know until it works though.
- The bonus for Battlefield Promotions is incredibly underwhelming, 10% per level would be much more reasonable.
TEC Rebels:
- Truce Among Rogues makes it close to impossible to make high level pacts with any other player since rebel ships hanging around in gravwells kill the envoys - even those of other TEC rebel factions unless they also research TAR. In one game I played that took just over 3 hours and by that point it was pretty much in the cleanup phase so as to see the victory screen. The envoy bonuses let alone the higher pacts would have been really nice to have a couple of hours earlier.
Advent Loyalists:
- I'm not 100% sure but Planet for a Planet activation seems a bit wonky. I'm assuming it's the 10% range and 25% damage output bonus that shows up sometimes on Advent stuff. I've had it show up on a SB during the first time I attacked one of their gravwells, let alone actually wiped out one of their planets.
Advent Rebels:
- Return of the Fallen is cool but having the ships show up way back on the homeworld isn't nearly as useful as having them show up right there in the battle. I'd prefer if it worked just like Reanimation. Then the two techs would do the same thing, a temporary (although impressive duration at level 2) return from destruction for owned ships first from Return of the Fallen then the next two upgrades (Reanimation just as it is now) would apply the ability to enemies as a logical progression of the power.
- Protection of the Unity description doesn't mention that it only works in culture. Frankly they have enough of those types of bonuses and it should work everywhere like Fury of the Unity. I thought they were meant to be roughly the same thing just offensive and defensive versions of the Unity(Unities now?) manifestating its power depending on ethos. If it has to stay as still yet another culture based bonus perhaps it could add extra shields as well to make it a bit more meaningful since most things only have a regen rate of a couple pts a second at most, doubling that doesn't really help much in a fight. Also makes me wonder about the shield pacts 5% regen bonus, does that actually do anything practically?
Vasari Loyalits:
- The titans Micro Phase Jump really needs to add a big turn speed bonus for a little while. Could also use a weapon and/or a shield bonus of some kind perhaps since the engines are so powerful that a 'micro' jump doesn't use all the energy generated ergo it can shunt some of the extra power into the movement, offensive, and defensive systems for a while. Alternatively add the turn speed increase as an additional passive bonus in Desperation and add an AoE dmg bonus onto MPJ since something that big jumping into the middle of an enemy fleet sure looks like it should hurt 
- The titan also seems to be surprisingly easy to destroy and very few weapons upgrade with research which really shows in the endgame. Having the Desperation damage reduction bonus stack a few times (25% max maybe?) and research affecting the various weapons could turn that around fairly easily.
- Energetic Pulse Charging didn't seem to affect pulse beams only pulse guns but the description says it affects all pulse weapons.
- Accel Wave Cannons seems to go a little high, perhaps 50% was the intended max?
Vasari Rebels:
- Giving allies access to my phase network is very cool and is working well in game, I've seen the AIs make good use of it IF they happen to be anywhere near it. That last bit seems to be a bit a problem since if they aren't near it, granting them access doesn't really help anyone. I figured putting Orkies with phase stabilizer upgrades in some of my allies key gravwells would solve that but it's not a constant effect and it can't be set to autocast. Please enable autocast (by default preferably) and add a second level to the upgrade where the effect lasts a bit longer than the cooldown. This would be quite time and resource intensive but the rebels could then really include allies in their expanded phase gate network. Probably only in large, long games mostly if not entirely SP but those are the ones for which I'm guessing the tech was created.
- Shared Shield Tech I originally thought was OP but as I played I realised with the low base Vasari shield values it is powerful but not as much as I thought at first. However the cost is laughable for the power gain so should be moved from tier 6 to 7 and broken into two parts. Even coming a tier later at almost triple the cost for the whole package it's a hell of an upgrade.
- Armour Restoration is OP however, at least a little. Two levels of 10% hp bonus and 2 pts armour each is still incredible but wouldn't suddenly make the whole TEC focus on hp and armour look sad in comparison - second rate maybe but at least not sad.
- I love the mobile starbases but holy OP Batman! Delaying the whole situation by making it a tier 8 ability that requires researching both levels of Intelligent Armour (so as to be able to survive the stress of transit) as well as Phase Tunneling (for the advanced phase engines to strap onto Orkies) could be a good start since this is very much endgame power and then some. If possible, not being allowed to jump a base into a system where you already had one might help with some of the truly insane abuses as well as throw a slight challange into how a player is going to get combat Orky A to the fight if economy Orky B is in the way. Easy to solve of course since this is the race with phase stabilizers from various sources, even ones you can shoot at enemies but something this powerful needs a few more annoyances / restrictions.
- Phasic Stike duration is way too short. Perhaps a slightly lower damage boost but with a much longer duration that's at least long enough to cross even just half a gravwell and shoot twice before it poofs.
- Bidirectional Jamming doesn't seem to work, at least the ability doesn't activate so I haven't seen any effect from it.
This is shaping up to be a truly amazing game. I'd have no problem with a later release to get it polished to as high a level as possible. The extra wait may suck but I have no doubt it would be more than worth it.