Right now, perhaps my biggest gripe is that the various “races” are too homogeneous. I’m messing with mods to show what I mean right now, I think I’ll have something to upload to show the idea. Some might have modules only for specific aliens, others might be cheaper for a given race, and available, but more expensive (honor and cost) for another.
Anyway, a few ideas for “race-specific” modules.
Crew compartments/life support. Different aliens need different life supports. One race might be smaller, and can fit more crew in the same sized modules. Another race might be larger, and fit fewer—but perhaps they get “droid” upgrades to have more crew per module (at a cost).
Shield tech. Right now everyone has the same shields to mess with, if there is a “perfect” or ideal arrangement, all people will have them. What about lower strength shields with very high rebuild rates? I did this for a mod for EV Nova (great game, BTW) that was based on B5. In B5, they didn’t use “shields” but had PD weapons that shot down incoming shots—I faked it with low-power shields that refreshed almost instantly. The result is invulnerable shields below a critical damage level, then they get overwhelmed and fail. Might be a cool option for one “race” of aliens.
Some tech should be fairly generic as the game is—the physics doesn’t change between races, some stuff is optimal. Other choices have more to do with naval doctrine. Traditionally SF games (SFB, for example) have a “short ranged” race, or a missile heavy one, etc. I see Fed and Rebels as being very similar with most differences being doctrinal.
One alien race might get the the cloaking module (making it race specific)—and get some short ranged weapons (stuff others might have, but perhaps this race optimized them more for their combat style). Sort of like traveller fusion and plasma guns (unlike GSB, they are short ranged in traveller).
The Empire—they are the ancient ones in GSB, right?—they might get antimatter power plants.
I’m sure there are other ideas.