It is somewhat counter-productive that this mod's strategy for enticing new players is to get them on the grind to see what's next (like most other games, there's a "game" component where you can "level up" and yes that does matter for the individual player - even to the snub purists that almost all use ships with the best and most expensive equipment available), only to reach the "end-game" and be ez-mode pwned by bombers flown by vets or by noobs that have been informed how the Disco balance is heavily tipped in favor of snubcraft.
It's not very rewarding to the player, and if you look at Disco as any other computer game, a rather poor design choice. Shield/damage types could have been assigned etc., there were a lot of other ways to reduce the risk of caps being too powerful, but the current choice makes a mockery of those players that invested hours in grinding, thinking they were playing the game "right". Somewhere down the line I guess some groups decided that it has to be "either/or" and pitted snub pilots against cap pilots as if they were two different breeds of players altogether, which is a totally BS, and I figure that's why caps will never get a proper solution/balancing.
It might be appealing to some vets and those noobs under instructions, but really it's not the best way of keeping new players that might not really be overly fond of the decade-old vanilla gameplay interested.