In ACTA drone have been hugely boosted.
In SFU, drones have several limits.
Time to reach target.
Out manouverable.
Control limits (limits drone heavy ship launch rate) .
Endurance limits.
Limited ammo.
That all ensures that even if you do not have dedicated anti drone systems you can still deal with them, in FC it is quite normal to simply accelerate past them whilst still heading direct at the target, and largely ignore them. They either then run out of fuel, or the other guy drops them so he can luanch more.
In ACTA they hit straight away, no matter the range. They can't be outmanouvered, they require hoops to jump through to out run (speed grater than 12 special action, and facing away from enemy, and was there a crew check?). They have umlimted ammo, can fire every turn no matter how many they launched last turn. They do lots of damage, and are devastating.
Don't get me wrong, I don't mind that the system is very different and quick and easy, if in turn they have enough disadvantages/upgraded counters that they are still balanced in a smiliar way to SFU.
So what disadvantages do they have relative to SFU. None that I can think of.
Have the counters been upgraded? ADD has been boosted by being auto kill each volley whilst the ammo lasts, but the fact that the ammo runs out fast against better drone ships (Drone 4+) doesn't really help that much, but I'll assume they are overall balanced against drones for now. More importantly though, you need to look at the counters that
everyone has access to. Not every one has ADD, so just looking at them doesn't help. Well, the only all round counter - the phasers - are actually weaker, in SFU a phaser 1 auto kills a drone or 2 phaser 3s auto kills a drone. In ACTA neither happens, as they now have a miss chance.
Intensify defensive fire? - in SFU you didn't need to passs some test to protect a ship, you just made sure it got shots in whilst the drone was still in transit, you didn't even need to move ahead of the drones target to do it, you just timed your last pre impact move right. So rather than a boost with that action, that tactic has been weakened as a counter in ACTA.
Out run the drone? not only does this have the issues noted above, Gorns are lumbering, pointing away from the enemy is not a good idea when it means you will find it harder to point back at them as they move the other way.
In SFU drones are annoying for Gorns who have limited counters to them, but the fact that drones themselves are just a nuisance weapon doesn't make them any more than annoying. They can still outmanouver them, they aren't going to wipe out ships before you even get in range.
In total contrast look at plasma. They get the same advantage of auto hit immediately, but it appears that someone considered that too powerful, so plasma did receive a big downgrade- defensive fire is hugely effective against them. In SFU it takes ~12 phaser 1s to knock out a close range plasma S, in ACTA it takes about ~5. In SFU the 4 plasma point blank impact from a Gorn BC was guaranteed to cripple an enemy cruiser even after all phasers defensive fire, in ACTA that only reduces the enemy shields somewhat.
I felt that plasma weakness last week, having lined up for a plasma strike against the klingon C8 I shot plasma and watch most of it get shot down, but given that I would have been behind the klingon the following turn with no way of getting back round I had to fire. Yet in SFU a plasma strike at point blank range like that is going hurt no matter what. Fortunately my ally was Feds.
Again, in isolation that may be fine, different game system and all that, but added to lumbering, huge drone boosts, and even a -1 intiative that does seem to be kick the Gorn for no clear reason.
In SFB/FC you'd get one battlecruiser tops,
I can't speak for SFB so much (haven't played it in many many years), but in FC I can say this is wrong. We regularly play with with 4-5 ships, 7-8 sometimes. Many of those will be battlecruiser size or above. Even the FC tourney is pointed to be 3 cruisers per side.