Wage of Sin - reduce AC to 4.
Vengeful Spirit - again, increase broadside WBs to at least 10, drop broadside launch bays to 2 each, increase prow launch bay to 4, delete prow lances.
Conqueror - don't give this ship 1.5 times Slaughter armament and picture it with 3 lance decks. Combined decks don't exist except by some peoples preference.
Inferno - delete it, you can't or won't fix it.
Remove the stupid Khorne/Slaanesh & Tzeentch/Nurgle rivalries. They make no sense. Tzeentch is the natural antithesis of Khorne. Tzeentch is the a schemer and lurker, never comes at anything head on and never stays and fights to the death. Always manipulating and never what he seems, master of deception and misdirection. On the other hand Khorne is a mere brute. These two powers are diametrically opposed. There is zero common ground. This is much much worse than Slaanesh, who do the same thing as Khorne, but for different reasons.
Nurgle is the natural antithesis of Slaanesh. Nurgle is death and decay, the end of all things, entropy and loss. Slaanesh is eternal youth and beauty, life in its prime. The vitality of Khorne's destructive urges is far more in keeping with Slaanesh than is the loss of feeling and life that is Nurgle.
Decay and disease are also forms of change so Nurgle is actually complimentary with Tzeentch, which is the lord of change. The only difference is that Nurgle's changes cannot invigorate.
Khorne's lust for battle and Slaanesh's lust for sensation (particularly that derived from battle) are complimentary. Khorne honours skilled warriors, Slaaneshi are graceful and skilled combatants. Khorne will fight to the death face to face with their enemies. Slaanesh will do the same, if for different reasons.
Likewise Nurgle are tough and staunch foes, hard to kill and implacable, so complimentary to Khorne. Slaanesh is about enticement and allure, and Tzeentch is about manipulation, so these two are also complimentary.
Let's think about it diagrammatically. Think of the major Chaos powers as representing a cardinal point on a compass. Khorne as the headstrong bull-necked leader would take up position at the front, so North best represents Khorne. Tzeentch as the manipulative, scheming and tricky Chaos power would take up position in the rear, so South for them. Slaanesh is the new Prince, the upstart and new dawn. He would take up position to the East. Nurgle is the inevitable end, entropy, loss and decay. He would represent dusk, and so take up position to the West.
Now draw perpendicular lines between the cardinal points, as you would a compass. The opposites are the oppositional powers. Now overlay another cross like the first, only this one rotated 45° so as to form the 8 pointed star of Chaos. These intermediary lines are representative of the alliance between near cardinal points (Khorne/Slaanesh, Khorne/Nurgle, Slaanesh/Tzeentch, Nurgle/Tzeentch) and where all the lines intersect, in the middle of the star, is Chaos undivided.