Okay, tonight I half played a game with a friend - Mercury vs. Cylon Basestar.
Some things became pretty clear from the start of the game:
Cylon Raiders are simply too good at dodging. 2+ means that even salvo fire (TL) cannot reliably kill 1 single hit from a wave of Cylon Raiders per turn (8 dice TL, that is, hitting on 4s) because they dodge 5/6 hits. This doesn't IMO reflect the effectiveness of Galactica/Pegasus' flak patterns in the show.
Vipers aren't good enough at dogfighting, or Raiders are too good - in the show, again, Vipers kill ratios against raiders are massive - in the game, Vipers need to go 2:1 against a swarm just to equal its dogfight score, and then beat it in combat 6 times. Doesn't work...
Regards launching raiders - 3 a turn is your max with scramble (assuming you make your roll). You can barely keep up with the Cylons swarming out...
Carrier rules need a rehash - obviously a Battlestar cannot enter from FTL with fighters deployed (but it can with Raptors - since they can FTL). Cylon Raiders can FTL - this is a bit of imbalance, and needs a rethink.
Also, it needs to be stated whether Raptors give rerolls for deployment and first turn init.
The fact that Basestars can launch nukes every turn is just too much. It's even worse when you consider they can CAF them freely every turn - 12 AD of SAP TD, twinlinked at 30 inches - it's just too much. They should either be unable of using certain specials (like Shadows/Vorlons) or have their nukes as a separate weapon which is slow loading with fewer AD (say have 4 AD of nukes, SL and 8AD of standard missiles).
1/45 may be simply too low for a Battlestar, or 8 inches move with SM is too much for the Cylons.
Raiders need to gain the limited payload stat on their nukes.