OK. Lots to talk about here, and I haven't tried any of them over the board yet. However, I'm pretty ceertain of some things...
1). Abbai Mines. I think this is going to be gross. For some races, this is the end the show as you make the impregnable mine bunker. Patrol fleets, drakh raiders/mothership fleets (some at high priority), some Narn brick ships, and anything short-ranged is going to eat this is the chops, whereas the bombardment fleets --- which are the main Abbai problem anyways --- get off Scott Free. Yes, I know abbai need a huge boost, but more short ranged 9and espcially template) weaponry isn't going to do it. I recommend removing this action (especially at Automatic!?) with a SA that reduces damage from long-range firepower somehow. If you must have mines, remove the template effect. Or, if mines aren't detonated by fighters, can't fighters shoot and kill the mines (for example, by dogfighting the mine counter?).
2). Abbai Shield Regen. Good, and could even be better. Recommend upgrading to quadruple or more; it really needs to be on par with Close Blast Doors, and this doesn't quite make it -- even though this at least allows you to fire every direction, whereas you used to not be able to do it. Perhaps you could even allow the Abbai to perform any other automatic SA at the same time if they pass the CQ check, otherwise they just get the regen as specified (now THAT would be cool ... Shields + All Hands on Deck? Shields + CBD? Shields + APtoE? Shields + Jump Points ... all VERY cool.)
3). Dilgar Alpha Strike. Well, now the Dilgar weenie fleet backed up by a Mass Driver gets awful. The 1-6's and 2-6's will get a workout (as it is still the same systems....Engines!) and the first 1-4 makes the next 2-something a 2-6, and here comes the Wahant's 20 dice of Mass Driver. Wow! That is, if you didn't blow the ship already from a 6-6.
I don't like this for several reasons.
> It stacks with CAF.
> It stacks with Scouts
> It leverages the Ochliavita Ki too powerfully
> The game has more criticism from overly powerful critical hits as is
> Dilgar crits are overly powerful already
> This is a big-ship wrecker, and big ships get wrecked enough already
> More firepower is the last thing the Dilgar need, or should have.
> Mass Drivers as real weapons are a major fundamental rebalance
Dilgar are a much more nuanced fleet than just close-and-kill nowadays; the Thorun and the Torpedobomber give them so many more options than they used to have.
4). Drazi Attack Run.
Like it in concept, but hate the execution. First of all, it brings base size into play, where there are no standard base sizes. Do you mean post-over-post itself?
The rest are balance issues. In particular, I hate the ramming thing with an absolute passion. Uncle Stone Cold says: "Oh. H**l. No." Failed attempts should result in no attack that turn, as if the target is under Stealth.
In the example of the Drazi, I'd like to make it so the really big ships don't leverage this too much, making big ships more of an "I go, you go" firing moment. To implement this, CQ test should be 1 harder, but agile ships should get a +1 to this test.
This thing should be tested extensively as part of integrated Vree/Drazi fleets. I think that Drazi-only fleets need this kind of help, and I'm fine with it as a powerful advantage. Integrated League fleets with Drazi fill me with much dread, especially the Solarhawks. This ability mgiht be best only available to Drazi-only fleets.
5). EA Bonehead Manouver
What. Are. You. Thinking???
Jump Point Bombs weren't enough? 3 EA ships start in Hyperspace behind enemy fleet. Emerge from Jump Points, and instantly template the entire enemy fleet by themselves. Fleet-go-boom.
Instaban. I'm not even bothering playtesting this. This is worse than allowing ramming at any time. Early EA, already a powerhouse, is the last fleet that needs a Planet-Killer weapon. Seriously, what race needs a Planet-Killer when two Hermes on remote control can do this?
6). Shadow Scream
Love it. Psicorps really hosed the Shadows over before; this gives them an equally vile counterweapon. Actually it might not be enough, but it can't hurt!
Is it bad for Vree, too (they do have Telepathy, after all, and the Shadow advatange of mobility doesn't work against a fleet with all turrets.....)?
7). Shadow Antifighter
Love it --- should actually be even more powerful. Change from Minibeam to SAP is a possibility, but I need to test this one over the board. More AD might be better, too. I'd like a Ancient Shadow Ship to say in one turn "OK, that's enough of YOU!" and nuke 6-8 stands of fighters then and there, out of pique, if nothing else. After all, you're passing up a turn of 6+ dice of Quad Damage Beam -- that's a huge price to pay!
Edit: Cleaned up for clarity, two additional thoughts included.
Disclosure: I am a Dilgar (primary), Drakh (secondary), and Early EA (tertiary) player.