This is my own review test from all my battleships at this time of the writting tested in combat and in battle scenarios with NPCs on battlefields and even on PVP vs Players
FWG
They need a change, i admit, boost the damage to be really high, they uses a lot of power, but a perfect landed shot specially on heavier craft can be shreds to them, now your powerful foward gun, isn't only placed in last slot (making it useless in my keyboard press 1 and it is done full fight, but instead, making needing of other keys in exchange for it ... it is weird ... (This should remain on slot 1 gun/turret number 1, ALWAYS.
Heavies
Maybe a slight more speed increased at least? so i can snipe too as currently the ships are kinda still feeling underpowered for what they should be...i mean, on capital big ship agility isn't my option, and the only option is strafe with a little energy takes forever to recharge, something isn't feeling too good in there. Bring more power to the strafe, or bring speed and range to the heavies, are heavies for a reason.
Primaries
At least i can feel primaries feel really "good enough" they deal better damage and have a way to not feel dizzy on my ships, but maybe i still miss having 6 primaries so i can fit better for the task (and some ships need a review on their slots), because having only 4 primaries where in a need only 2 are available to shoot (because is out of arc) feel like a shame, the Valor Battleship and Liberty Carrier suffer from it, and suffer a lot! (Bring if wanna stay in 4, at least the needing 360° angle).
Secondaries
This are the creep weaponry, still using a lot of power for the damage done, you seriously dunno how they can be useful, i recommend with no damage done, an energy consumption be cutted in half, they are suppose to bring the ship withstand against really smaller craft, but with the arise of this ship class on 5.2 any big ship is UNABLE to defend itself in a good manner (or return the Solaris as how they were, the changes are really really bad)
Pulse Weaponry
If something i could say, is i hate pulse weaponry, those are nice ... on smaller craft but on bigger ships, it feels ... a little be underpowered, still, useful, but having to sacrifice at least 2 primary slots (at well know i would or not be able to shoot foward or backwards with those slots like with ships above mentioned) or not use them at all and rely in another ship weaponry for the task ... seriously, bring battleships 5 to 6 primaries so they can mix better.
Missiles
The God-Damn missiles, man, first time i saw them to actually useful and track, and have a good tracking at least, facing a crusier or battlecrusier, make me thing, hey! what if i try to fight it? well, i must admit, the tracking on missiles from capital ships actually works, not as expected, but at least are not that easy to counter that is a positive side of the update (the bad side is they still consume much energy for something is just "ignite the propeller"), but like the thing of shooting some instead of just 1, so i could consider it.
Close-Combat|Close-Range Weaponry
They still keep "meh" in the update, high energy consumption for below average damage dealt ... not much to say, i still feel they could need an overhaul for it to work.
Health and Energy Core Regen / Capacity on Heaviest Capital Ships
How much times i should keep supporting the idea, a Battleship, Carrier or Dreadnought should surpass anything known by humanity, Increase everything after all, as they have a really major drawback ... Agility ... No capital ship of such sizes are able to thurst and turn and evade so easily, they are supposed be a tank, a supreme ship of their type ... make the best of them ... I could propose increase the shield, increase the power core and power regen core, keep their agility as how it is, and surely those will be a mighty force to be reckogned from any Faction able to push this ships into a context, each ship should have the max possible number of guns, make it really a fortress so it don't get down so easily by just a pair of bombers messing with the ship, or a gunboat and a bomber(because it can be downed by them actually) i firmly belive they need a change ... to really show proud of those ships that only the finnest and highly militaries could even get into the power of a battle
Turret amount
I belive we should stay on Pre-5.0 Turret amount, after these 5.1 and 5.2 Patches Ships from Battleship, Dreadnought and Carrier weapon slots got reduced, some were needing those guns, and some got the rework with even worst placement (and some even unable to have secondaries or heavies to cover that placement)
Why not bring a variety of secondaries, plus 5 to 6 primaries while keeping 4 heavies and maybe 1 FWG?
If i wanna perfectly play with a ship of this class consider it isn't intended for agility and speed, an error cost, and cost much more than anything else...
Having a good variety would allow me to put at least 4 flaks to keep a cover 360°, put me at least another 8 secondaries to stay on the 360° (that is at least 12 secondaries), plus giving me between 5 or 6 Primaries again with 360° able so i can put for example 4 pulses and 2 primaries or 2 pulses and 4 primaries, that are somewhere between 17-18 guns, finally giving me 4 heavies so i can smash if i want with those (for a total of 21-22 guns and probably depending on the ship, a foward gun, giving a fixed super heavy gun at disposal
Why the need of 360°~
My intention is clear, heaving the way to protect a CAPITAL SHIP that is suppossed to be the most powerful, most heaviest and most capable of the ships in the fleet, taking down a ship of these should make a real difference ...
Since the ship can only rely in 2 things
1.- Protection from their guns
2.- Capacity to regen energy and make real dangerous ship as the biggest capital ship
360° don't mean go and shoot everywhere, no, just wanna get real arc to defend my ship, some ship has lower side useless, while some other due design can have a more likely, if from 8 secondaries 4 can shoot up, 4 can shoot down, 4 can shoot left, 4 can shoot right, at least if done correctly i could keep some secondaries firing to defend my ship at all times at all angles, even if only for example 6 can shoot foward and 6 can shoot backwards from all the same 8 guns on my ship...
I have don't know how a civilization so advanced think in built impressive ships and leave open holes in them, considering the timing it takes for 2 players take down a ship of this class i could belive this could rely more on having to face capital vs capital while bombers stay as advantage on your favour to fight helping you, not killing those ships, but making bombers really useful against 2 classes only, crusiers and battlecrusiers
Gunboats excel at fighting bombers or fighters (as intended) but battleships are not supposed to be taken down by just 1 or 2 bomber...
Don't like my idea? bring another, ...
Other solution could be, make the jumpdrive impossible to disrupt, so in case i face a battle i can not withstand for much longer, i could make jump prep and jump to another system (like we see in any other franchise from Sci-Fi let's call Stargate or Battlestar Galactica, so, why not make a chance for those ships to survive), this not count on death timers, as you were able to "outrun" them ...
Jumpdrives
I have served a lonely Bismarck battleship went from transit to the horrid Tau-23 system ...
Well, first time i could make a jump for another isn't me, i think that is what i am starting to like from the jumpdrives since their rework (but i could think we could get both versions, auto jump and jump by jumphole)
That is all my report to note on 5.2 and really really hoping someone come in and take at least some ideas so the biggest ships get a real love too!