While other's have generated some good comments, the bare truth is that in any game one of the most dangerous things you can do is allow for faction flavor to become too entrenched within the game mechanics. Especially when you're just at the start of a game.
I have a whole slew of "Crew Abilities" that have been playtested and I'm generating some more for playtesting, all of which will release down the line, tailored to each faction: think a small deck of "Crew Ability" playing cards that you'll be able to select from and apply a card to each ship each time you play. These types of cards will allow the game to significantly apply faction flavor (even beyond the ship designs themselves) to each faction introduced. But you don't put that level of complexity in the box. Instead, you do it in a way that's a "plug and play" rule for those that don't want that added complexity.
Thanks for the great questions.
Randall
Now the idea of having 'Faction-based crew ability cards' is a great idea, as it make each game different that much different, and keeps the game fresher (And helps prevent 'factional advantage overload' that some other games have.)
At the same time, may I suggest there be a few 'Faction-based crew inability cards' also? After all, not every faction is going to have crack crews and smoothly working ships all the time.
And maby have the 'Faction-based crew ability cards' have a point cost, minor abillities cost one or two points, while major abilities costing three or four points. Then each class of ships would have a maximum abilities point total -- say 2 for DD, 3 for CL, 4 for CAs and 5 for BB.
Thoughts?
Craig