Tzarevitch
Mongoose
To the original poster:
I think you are translating your personal difficulty winning with them to the fleet as a whole. The Narn may not be to your playstyle. To be sure, the Narn do have some problems from a game-design point of view but they are pretty decent all around.
1. The G'Quan. It really hurts having your iconic battle level ship so weak. It needs 6d of beam. I really don't care if the e-mines or secondaries are reduced to compensate. I don't know what is up with the designers insisting it is fine yet most who play with them or against them says they aren't. The heavy lasers are what you see in the show ripping things apart and even in the game it is the only real weapon they have as the stupid e-mins are one-shot. Plus compared to everyone else's battle-level ships, they aren't a lot more durable to compensate. *shrug*
2. Short range secondaries. This is a pain on the big ships. They have a lot of dice but they are so slow it is near impossible to get to use them on an enemy that doesn't have to enter range. The smaller ships don't have as much of a problem as they are quick enough to get in range.
3. T'Rakk: I agree with you on this ship. Its firepower is very poor. It is tough and quick and agile enough to get somewhere, but doesn't pack enough punch to do anything scary once it does. Interceptors render it useless.
4. Rongoth/Rothan: They suck. They did in previous editions and they suck again now. I never liked them and they aren't iconic shops so I don't really care too much if they get revised.
Your complaint about crits overly hurting the Narn isn't really valid. Crits affect ALL larger ships not just the Narn. They are in fact much more problematic for other races as the Narn have a lot of spare attack dice, they have weapons in all arcs and they have generally high crews and hit points. Narn also aren't dependent on special systems for defense that can get knocked off line. The Narn are in fact one of the races least affected by crits.
Personally, I also think you are loosing too much from your fleet by taking a host of Sho'crap as initiative sinks. The sole reason those things exist is to fish for crits. They are scary in low priority games but not at all beyond that. Use a T'Loth for init sinks like Katadder says or just accept that a small ship will not be able to get its boresight off all the time. It isn't the end of the world so long as the biggies can get their boresights off.
Tzarevitch
I think you are translating your personal difficulty winning with them to the fleet as a whole. The Narn may not be to your playstyle. To be sure, the Narn do have some problems from a game-design point of view but they are pretty decent all around.
1. The G'Quan. It really hurts having your iconic battle level ship so weak. It needs 6d of beam. I really don't care if the e-mines or secondaries are reduced to compensate. I don't know what is up with the designers insisting it is fine yet most who play with them or against them says they aren't. The heavy lasers are what you see in the show ripping things apart and even in the game it is the only real weapon they have as the stupid e-mins are one-shot. Plus compared to everyone else's battle-level ships, they aren't a lot more durable to compensate. *shrug*
2. Short range secondaries. This is a pain on the big ships. They have a lot of dice but they are so slow it is near impossible to get to use them on an enemy that doesn't have to enter range. The smaller ships don't have as much of a problem as they are quick enough to get in range.
3. T'Rakk: I agree with you on this ship. Its firepower is very poor. It is tough and quick and agile enough to get somewhere, but doesn't pack enough punch to do anything scary once it does. Interceptors render it useless.
4. Rongoth/Rothan: They suck. They did in previous editions and they suck again now. I never liked them and they aren't iconic shops so I don't really care too much if they get revised.

Your complaint about crits overly hurting the Narn isn't really valid. Crits affect ALL larger ships not just the Narn. They are in fact much more problematic for other races as the Narn have a lot of spare attack dice, they have weapons in all arcs and they have generally high crews and hit points. Narn also aren't dependent on special systems for defense that can get knocked off line. The Narn are in fact one of the races least affected by crits.
Personally, I also think you are loosing too much from your fleet by taking a host of Sho'crap as initiative sinks. The sole reason those things exist is to fish for crits. They are scary in low priority games but not at all beyond that. Use a T'Loth for init sinks like Katadder says or just accept that a small ship will not be able to get its boresight off all the time. It isn't the end of the world so long as the biggies can get their boresights off.
Tzarevitch