Let me say that I'm extremely honoured that the venerable horizon has commented here. Xcaliber, as usual I deeply appreciate your comments

Ok, so on the comments:
- I didn't quite get what you meant about ramming as it currently is, thought the Eldar rules explicitly forbade the attempt to ram. You meant that instead of making it able to ram small ships, it should just be able to ram at -3 leadership, right?
- It has 8 hits because of the increased mass and stronger than normal armour. Both things conspire to make it 8 hits, don't think it breaks too much the balance.
- The pulsar should just be Front.
- Turns should be 45, not 90. I've checked the maneuverability from the RT ship compared to other ships which have 90 turns and it's not good enough, it's better than Eclipses and Shadows but not that much better.
- The loadout is that of an Eclipse cruiser in the game (2 keel and 2 prow weapon slots) but with the addition of the 2 shadowhunters (Hence the phantom lances). In terms of power, the weapons of an Eclipse require way too much power and there's really no way the extra shadowhunter solar sails (and the space of the additional structure) can accomodate for pulsar lances, after all it's not even a full shadowhunter's solar sails.
- On the turrets, I wanted it to make it 4 to differentiate it from the stock Eclipse as this ship has 3 turrets in the Rogue Trader game (all other Eldar ships have 1) which provides the fluff and mechanical comparisons for this.
- The Polarization Field I do agree it's a niche thing and I only put it there because of fluff, I actually took the rules from your Eldar Spire hehehehe
- Think the Crystal Web could better be represented by getting a bonus to repair rolls (+1), rolls extra dice (+2) or a re-roll on failed repair rolls, that way it's not so OP with the amount of hit points the Starlight's Edge has. (It'd still be sort of fluffy)
Would the changes above (changing turns to 45 instead of 90, the pulsar to just front, ramming to be at -3 Ld, removing the Polarization Field) be acceptable to make it balanced or more needs to be taken off??
It's really hard to modify too much of a ship I love due to RT since the stats and fluff for it are already written, but I'm trying to find the compromise between your feedback and what I feel comfortable changing

Oh, I really like the phantom lances as they're there for fluff more than anything.
I'll put the revised version here so there's no confusion with all that wall of text
Starlight's Edge - 345 points
Type/Hits | Speed | Turns | Shields | Armour | Turrets |
Battlecruiser/8 | 15/20/25cm | 45 | 2/Holofields | 5+ | 4 |
Armament | Rng/Spd | Firepower/Str | Arc |
Dorsal pulsar lance | 30cm | 1 | Front |
Prow weapons battery | 45cm | 6 | Front |
Prow phantom lances | 30cm | 2 | Front |
Keel torpedoes | 30cm | 4 | Front |
Keel launch bay | As assault craft | 2 | - |
The Starlight's Edge carries Darkstar fighters (speed: 30cm) and Eagle bombers (speed: 20cm).
Special rules:- Crystal Web: A sizable colony of crystal spiders have been introduced to the hull, greatly enhancing the ship’s chances of survival. During damage control, the Starlight's Edge can always roll two extra die to repair critical hits. These dice can be used to repair critical rolls which normally can't be repaired.
- The Starlight’s Edge may attempt to ram against enemy ships but suffers a -3 Leadership to this check as it's a desperate attempt.
Options:- The Starlight’s Edge may be equipped with boarding torpedoes for +10 points.
- The Starlight’s Edge may upgrade its launch bays to carry Vampire Raiders (speed: 30cm) for +5 points and/or Vampire Hunters (speed: 20cm) for +20 points.
And now I get to my favourite part! Point comparisons!!!
Lets compare to the 4 closest ships, the Void Stalker, Wyrm, Void Dragon and the Supernova:
The Void Stalker - (470 points)
For the extra 125 points from the Starlight's Edge to the Void Stalker you get:
+15cm lance range
+3 pulsar lances
+2 WB strength
+Flexible fire arcs
+2 Launch bays
+1 shield
+2 hits
-5cm speed
-2 phantom lances
-Bonus to repairing crits
-Possibility to ram
The Wyrm - (470 points)
For the extra 125 points from the Starlight's Edge to the Wyrm you get:
+15cm lance range
+3 pulsar lances
+10 WB strength
+4 torpedoes
+1 shield
+2 hits
-5cm speed
-2 phantom lances
-2 launch bays
-Bonus to repairing crits
-Possibility to ram
The Void Dragon - (320 points)
For the extra 25 points from the Void Dragon to the Starlight's Edge:
+5cm speed when towards sun
+1 turret
+2 phantom lances
+4 torpedoes
+15cm WB range
+Bonus to repairing crits
+Possibility to ram
-3 pulsar lances
-2 launch bays
-10 WB strength
The Supernova - (280 points)
For the extra 65 points from the Supernova to the Starlight's Edge:
+5cm speed
+1 turret
+2 phantom lances
+2 launch bays
+6 WB
+4 torpedoes
+Bonus to repairing crits
+Possibility to ram
-15cm range on lances
-4 pulsar lances
We can also extrapolate from the Wyrm that 4 torpedoes are equal to a single 45cm pulsar lance.
Also, from the Dragonship we can extrapolate the 4WB are the equivalent of a pulsar lance and 2 torpedoes are the equivalent of a launch bay.
Further comments appreciated!
PS: Glad you liked the commander! The point was to make him cheap and flavorful. He's not the best admiral, but it does show his combat mastery in ship corridors and the great gear he carries.