Ship RestrictionsShip Limit so that VoidRay and Carrier share the same pool.
While this info was already available in the tooltips, now it's exposed in equal to its importance.

1st value = amount of vital regenerated per in-game second
2nd value = delay in in-game seconds needed for passive regen to kick in (aka out of combat time).

Summoned units.This is done for better classification - which current & future abilities/buffs may affect these units.
The formula is rougly:
hull_restored = clamp(x * heal_ratio, min, max) * base_value
x= hull dmg factor of the ship (as incurrent_hulldivided bymax_hull)base_value= 160heal_ratio= 2.0min= 0.5max= 1.1
For reference:
SB zedu: range 5.0 - 150 per second - x1 beam.SB v3.1: range 5.5 - 175 per second - x1 beam.SBO/SBX: range 8.0 - 150 per second - x2 beam.

This approach should add a little more dynamic to the game, while still having balance at a competitve level in mind - ships that overextend will be punished, without blocking entire team.

Massive, Summoned.Ability to use boost on structures was introduced mainly with intention of boosting heal ray on the base - to speedup regeneration of the ships. However, that wasn't working at all. In regards to towers - the use case here was limited to DPS or regen. Yet, regen ratios on towers are so low, that it likely wasn't worth it any situation - boosting ships to increase their life, shield, energy, cooldown regen is just always better, as ships strength scales better than towers as game progresses.
Additionally after quick re-evaluation of the concept of support abilities synergizing not only with capital ships, but also with static defense, we've concluded that's not something worth exploring right now. Thus we take a step back, before it's gone too far. (It's already enough that Arbiter can cloak the towers).
Analyze Weakness [new active ability]:

Although it'll keep happening in some degree - especially when all corruptors are clumped and ready to shot. However spreading them just a tiny bit will help in the long run, once weapon cooldowns will desync between corruptors. As in such case they will attempt to acquire a target, which isn't currently acquired by another corruptor, if that fails they'll favor distance from position to where their initial target was acquired for the first time (not where it has died).
Massive, Structure, Summoned