Here are the current list of changes going into the new PDF.
The large upgrade list will be removed entirely in favor of three ship specific upgrades (to be listed below): I am still listening to input but the vast majority of people like this idea.
The Jupiter's Torpedo compliment will be increased to st 8: Finalized
The fluff for the fleet will be expanded to give players a better idea of what life is like in the Diasporex: I REALLY want more input on how this could be made better.
Campaign rules for the Diasporex will be clarified (they will be established as a Pirate faction, since they do not have the resources or desire to occupy worlds. A special mission will be added which will allow them to occupy a very small number of worlds in rare circumstances)
Here is the MOST UPDATED upgrade list THUS FAR. This list is SUBJECT TO CHANGE! Any upgrade In bold is OPEN FOR DEBATE! those that are not will remain as they are, though points costs for said upgrades are negotiable.
Callisto:
Vectored Engine Coils: The Callisto may make an immediate 45 degree turn at the start of movement when on Come to New Heading special orders. This turn is "free" and does not count for the "up to two" as listed in the rules. 10 points.
Emergency Maneuvering Thrusters: When under fire, the Callisto may attempt a Leadership test. If passed, the vessel makes a 45 degree turn AWAY from the direction of fire. If this is done, the vessel may not use special orders for the next round aside from Brace for Impact. This may be done ONCE per enemy shooting phase. 10 pts.
AI Assisted Targeting: If the dorsal lance causes a point of damage on an enemy capitol ship, it causes a critical damage on the roll of a 5+ instead of 6+. 10pts.
Ganymede
Redundant power systems: Port starboard, prow and dorsal weapons repair critical damage on a 5+ instead of a 6+. 15 pts.
Backup Power Cells: When on Come to New Heading, Burn Retros, or All Ahead Full, weapon systems are only reduced in strength by 25%. 15pts.
Reinforced Reactor Core: Damage suffered from Engine Room Hit or Thrusters Damaged (Critical roll 6 and 8 respectfully) is savable on a 4+, the effects are still present and must be repaired as normal.
Europa
Combat Refit: Increase dorsal lance strength to 2, reduce launch capacity by 1 from port and starboard armament (free)
Emission Shields: this vessel ignores leadership, movement and boarding modifiers from blast markers. 20pts
Reinforced Superstructure: this vessel only suffers the effects of being crippled when reduced to 2 hits. 20 pts.
Neptune
Auto-Scram Launch Bays: This vessel may launch twice it's normal capacity one round, but must reload ordnance twice before launching again. The extra attack craft do NOT count for the total fleet launch capacity. 25 pts.
Deck Guns: Increase dorsal lance strength to 3. 15 pts.
SAT systems (Sensor Assisted Turret): The neptune may re-roll any failed turret hits and shoots down "stealth" ordnance (such as eldar attack craft and torpedos) on a 4+ instead of a 6+. 20 pts.
Titan
Engine Refit: Increase speed to 20cm. 5 pts.
Armored Broadsides: Port and Starboard armor is increased to 6. 15 pts.
Additional Shield generator: This cannot be taken if Engine Refit is taken. +1 Shield, 15 pts.
Io.
Advanced Torpedo Systems: You may select up to two special torpedo's from the Advanced Torpedo's List, one selection may be normal torpedo's which ignore the rules for running out of ammunition. This ship may fire either type of torpedo ammunition, selected when the vessel goes on Reload special orders. Both ammunition selections (unless one selection is normal torpedo's) can run out of ammunition on a reload ordnance roll of doubles. If one runs out of ammo, the other selection does not until doubles are rolled for it as well. If both run out of ammunition, torpedo's may not be fired. 25 pts
Armored prow: Increase prow armor to 6+ 10pts
AI assisted Defense Systems: The Io gets +1 in defending against boarding actions.
Jupiter
Long Service Record: All vessels in the fleet gain +1 LD while the Jupiter is on the table. If the Jupiter disengages or is destroyed, all ships suffer -1 LD. Free
Fusion Accelerated MAC cannons: The dorsal armament is increased to St 10. 20 pts.
Advanced Torpedo Systems: 35 pts, see Io.
Saturn
Emergency Repair Teams: once per game, all repairs are made on a 4+. 5 pts.
Elite pliots: All attack craft launched from the Saturn count as Resilient. 50 pts.
Deck Guns: for 10 points each, the dorsal lance armament may be increased up to st 4.
Bulwark
E. M. Disruptors: May replace lances with E. M. Disruptors for 5 points per strength.
Additional Engine Coil: Increase speed by +5 cm and +1d6 on AAF.
Advanced Beam Turret: prow weapons may fire FLR for 25 pts.
Terran Escort:
Racing Stripes: If properly painted, these vessels may go AAF for free for no additional cost.
Huge Gun: May take a third weapon system, but is reduced to 15cm speed.
Huge Engine: may take only one weapon system, increases speed by 10 cm and +2d6 AAF.
Alien Escort:
E.M. Disruptors: may take E.M. Disruptors for 5 points per strength.
Defensive design: hit and run attacks require a 5+ to destroy these vessels. 5 pts per ship.
Flachette Cannon: Increase turret value by 2, may only take 1 weapon system.
Advanced Torpedo Systems:
Standard Torpedo: These torpedo's function like normal torpedo's and never run out of ammunition.
Energy Torpedo's: When fired, these torpedo's ignore the effects of gas clouds or blast markers but are intercepted normally by ship turrets, fighters, or other torpedo's. If the ship they are hitting has shields up, remove the marker and place a blast marker on the ships base. If the vessel has no shields, these torpedo's hit as normal but cause a critical hit on the roll of a 4+. These torpedo's are removed from the table at the end of the round (aka, two ordnance phases).
Disruptor Torpedo: These torpedo's follow the same rules as Energy Torpedo's but do the following if a successful hit is scored. Instead of doing damage, that facing of the vessel suffers a weapon damaged critical hit, if 3 or more successfully hit the ship, add an additional D3 weapons damaged critical hits. If the torpedo's hit the rear arc, the damage becomes Engine Room (this is the only way these torpedo's can cause damage to an enemy ship).
Singularity Torpedo: Reduce the strength of the salvo by half. These torpedo's function as a normal torpedo, but each successful hit causes 3 chances to cause critical damage on the enemy vessel
Swarmer Torpedo: When fired, the torpedo uses a st 6 template. Against capital ships, it functions as normal. Against escort squadrons the torpedo's are shot down on a turret roll of a 6, and all bonuses to turrets are negated.
IFF Torpedo: These torpedo's do not attack friendly vessels, and thus may be fired through friendly ships and hulks.