Have to take exception to some of the those statements.
Looking through their ships you have strong hulls or great damage numbers on most of the ships, with interceptors, advanced anti-fighter and flight computer. Notable exception is the scout, but it has stealth 5+, and the Sataaka Gunship, which is average for its class.
They have no defense issues.
Fighters wise they have a dodge 2+, dogfight +1 fighter with a fleet carrier, available in very good numbers even without the best ships. They do not have any appreciable issue with standard fighter tactics. While it is true they lack a dedicated bomber (number of races still have issues here) they can turn virtually any fighter into a decent weapon.
That they are also an every turn e-mine race makes enemy fighter craft virtually irrelevant.
They have no fighter issues.
Weapon wise I would normally agree they lack in total AD, but it, for the most, part is turreted and long range and area affect. Since I have to generally chase you, closing on a distant point, I generally have to cluster ships, giving you the equivalent of at least double the shown AD. So the apparently undergunned Shaakak actually fires like 16 AD AP at range 30 in any arc every turn. Not undergunned at all.
The fact that you can do cool things like shoot around corners (template give three inch into the shadow of terrain) just adds to the happiness.
They do have some issues with concentrated damage on single ships, but given they can fight shooting over their shoulder largely makes this a non-issues as they can manipulate range much more effectively than anyone not super maneuverable. And they have a great 'blocker' in the Shrunnka which can litter the trail with breaching pods and then fall back into the enemy with really frightening firepower vs already damaged ships.
So far we're seeing no weaknesses without build in fixes, but they also have additional strengths once you get to know how they play.
They get +1 CQ, a big deal at times but situational, they get double dice for boarding, given the second ed rules and breaching pod access a very big deal. In campaign they even get free fighters and breaching pods.
The down side...if they lose all queen ships they suffer initiative penalties and CQ loss. The CQ loss means a relatively little, as CQ rarely comes up in defense but rather you would miss a few opportunities for extra attacks (again being a turret race means the normal need for maneuver orders is gone). Initiative loss could be a fairly big deal, but again... no bore sights, no 'good arcs' to worry about getting into, few range manipulation issues to get your shots off.
They do give up extra victory points for some ships, but they are likely to get extra victory points due to the ease with which they will capture ships. A wash to me.
That the one man above is using beating new players who don't know all the rules as a basis for saying they aren't a problematic race astounds me. The gaim are not broken by any one issue (all area weapons, all turret weapons, lots of fighters, lots of defense, lots of boarding beni's, lots of range) but the combo is over the top. You have to go from the ground up to figure out what they are supposed to do well.
You shouldn't be fighter immune if you have great anti-fighter main weapons.
You shouldn't be fighter immune if you have a good fighter stack of your own.
You shouldn't be tougher than normal if you can avoid the majority of enemy weapons while firing most of your own. (run and gun over the shoulder does this)
You shouldn't have great boarding abilities if you have easy access to the ability to strip boarding defenses off. (boarding defenses - avoid, escort fighter, anti-fighter. Can't avoid, as must chase, and escort as bombs remove, leaves one line.)
If your going to make something a weakness, it should be an achievable one, and it should balance with the advantage. (Queens too common, and CQ/initiative loss near the end of a fight is not much of an issue.)
Don't put big changes to basic rules in the races special rules because they become impossible to fix once ships start to combine up. (Double boarding comes to mind, as well as dynamic squadrons.)
Anyway....this turned into another sleep deprived rant....
sorry...
it just feels like Mongoose Steele's comments in the tourney thread... why were the gaim okay? Well because the folks he plays with would never think of taking a fleet like that. You don't test a rule system like that... you test by sitting down and trying to crack the math and maneuver, not by playing a bunch of friendly games.
Ripple