
As for the rest of the changes:
General
I said it in Scoundrel's thread, and I'll say it here, but giving a weapon that literally cannot miss the ability to do guaranteed damage is a bad, bad idea. Giving Torpedoes particle means they WILL do 6 damage; maybe not this turn, maybe not the next, but they will at some point. The chance of them missing on their own for three or more turns in a row is less than half a percent, and the chance of them being delayed for three or more turns in a row is only 12.5%. I heavily disagree with particle on Torpedoes, as there should always be a chance, no matter how minute, that an attack completely fails.
Good change for debris fields.
Interesting idea for Beast; since we don't have any ships with the rule yet, I'm a bit curious why you decided to change it, but we'll see how it plays out when the rule is actually used.
I'm a bit wary of this one; yeah, the Shaltari have a lot of voidgates, but they shouldn't be completely useless.
Another interesting idea for debris fields; perhaps have them have 3 attacks when moving through them, but only 2 attacks when station keeping?
Vectored is a very nice change, since it'd allow for layer change / turns even on max thrust, weapons free, and active scan. Pulling a 135 degree turn on course change also sounds pretty damn impressive.
Agreed on the Centurion price increase, but I'd personally make them heavy for both factions, but keep the G 1-2; the Bellerophon needs some competition for its slots, after all.
On a quick note; I see that you've changed the points costs for most everything, and I can't quite wrap my head around how these points would balance out into relation to each other (at least not right now), so I'll only respond to non-points changes.
UCM
Why not sig 9? It'd fit nicely in the pattern that we've already got, and leave 12" sig base open for dreadnoughts.
I'm sure you already know how I feel about Siphon Power, so I'll not repeat myself; 3 attacks is definitely more interesting than increased beam capacity, though.
The plus two hull on the San Fran I'll have to disagree with; the PHR troopships are obviously supposed to be heavy cruisers with troop capacity, so it makes sense for them, but the San Fran is a regular cruiser sized ship. It's fine where it is, maybe with a slight points decrease.
The change to the Santiago doesn't actually help it; it's exactly as effective against strike carriers as it was before (that is to say, not all that much), but now it's even worse against non-frigates (which it wasn't actually all that good at before, either). It's a nerf that doesn't improve its intended function.
Scourge
Sig 11" to go with the UCM (and PHR).
The wide-focus for the battleship furnace cannon is interesting and, after running the numbers, pretty decent! It clocks in a good bit less than the Viper laser, but is more powerful than the battleship's narrow-focus, maintaining the tradeoff between damage and flash.
Same for Chimera as for the San Fran, they were fine as they were. The Chimera in particular needed a point decrease due to how vulnerable its signature makes it (and imo it should have been a light cruiser base, rather than a normal cruiser), but more hull just doesn't sit right.
Good change on the Charybdis; if I played Scourge, I'd definitely consider taking some if they could bomb while safely in atmos.
Same for the Nickar as the Santiago; the change to its weapon doesn't actually help it against strike carriers, which it was already somewhat ineffective against in terms of pure cost (even in the best case reasonable scenario, it's always better to take more strike carriers rather than corvettes in terms of overall ground advantage over the course of the game). Good change on giving it outlier though, no idea why it didn't have it from the start.
PHR
See massive wall of text above
While I personally don't think the PHR need more hull, I appreciate that you've made it standardized, but I'd personally think that 10/12/14/16 for their light cruisers/cruisers/heavy cruisers/battlecruisers would be better than the 10/12/15/17 you have for them currently.
As for the Santiago and Nickar, same for the Echo; the change to the weapons don't actually help it (and it massively nerfs it because of the medium caliber turret). Why the removal of Stealth? It's a pretty useless ability on a corvette, but it did add some neat flavor at the least.
Shaltari
Agreed with the hull decrease on their battleships.
Good change on the particle lances being 2+, there's really nothing more to say about it beyond that they really, really needed it.
Another interesting change to the voidgate, but I'd personally say make it one or the other. Either have it a flat 5+ against all targets as beam CAW, so at least a group of them can defend against a weakened cruiser, or keep it as a regular weapon but with 6+ lock and Caliber(L)
General
I said it in Scoundrel's thread, and I'll say it here, but giving a weapon that literally cannot miss the ability to do guaranteed damage is a bad, bad idea. Giving Torpedoes particle means they WILL do 6 damage; maybe not this turn, maybe not the next, but they will at some point. The chance of them missing on their own for three or more turns in a row is less than half a percent, and the chance of them being delayed for three or more turns in a row is only 12.5%. I heavily disagree with particle on Torpedoes, as there should always be a chance, no matter how minute, that an attack completely fails.
Good change for debris fields.
Interesting idea for Beast; since we don't have any ships with the rule yet, I'm a bit curious why you decided to change it, but we'll see how it plays out when the rule is actually used.
I'm a bit wary of this one; yeah, the Shaltari have a lot of voidgates, but they shouldn't be completely useless.
Another interesting idea for debris fields; perhaps have them have 3 attacks when moving through them, but only 2 attacks when station keeping?
Vectored is a very nice change, since it'd allow for layer change / turns even on max thrust, weapons free, and active scan. Pulling a 135 degree turn on course change also sounds pretty damn impressive.
Agreed on the Centurion price increase, but I'd personally make them heavy for both factions, but keep the G 1-2; the Bellerophon needs some competition for its slots, after all.
On a quick note; I see that you've changed the points costs for most everything, and I can't quite wrap my head around how these points would balance out into relation to each other (at least not right now), so I'll only respond to non-points changes.
UCM
Why not sig 9? It'd fit nicely in the pattern that we've already got, and leave 12" sig base open for dreadnoughts.
I'm sure you already know how I feel about Siphon Power, so I'll not repeat myself; 3 attacks is definitely more interesting than increased beam capacity, though.
The plus two hull on the San Fran I'll have to disagree with; the PHR troopships are obviously supposed to be heavy cruisers with troop capacity, so it makes sense for them, but the San Fran is a regular cruiser sized ship. It's fine where it is, maybe with a slight points decrease.
The change to the Santiago doesn't actually help it; it's exactly as effective against strike carriers as it was before (that is to say, not all that much), but now it's even worse against non-frigates (which it wasn't actually all that good at before, either). It's a nerf that doesn't improve its intended function.
Scourge
Sig 11" to go with the UCM (and PHR).
The wide-focus for the battleship furnace cannon is interesting and, after running the numbers, pretty decent! It clocks in a good bit less than the Viper laser, but is more powerful than the battleship's narrow-focus, maintaining the tradeoff between damage and flash.
Same for Chimera as for the San Fran, they were fine as they were. The Chimera in particular needed a point decrease due to how vulnerable its signature makes it (and imo it should have been a light cruiser base, rather than a normal cruiser), but more hull just doesn't sit right.
Good change on the Charybdis; if I played Scourge, I'd definitely consider taking some if they could bomb while safely in atmos.
Same for the Nickar as the Santiago; the change to its weapon doesn't actually help it against strike carriers, which it was already somewhat ineffective against in terms of pure cost (even in the best case reasonable scenario, it's always better to take more strike carriers rather than corvettes in terms of overall ground advantage over the course of the game). Good change on giving it outlier though, no idea why it didn't have it from the start.
PHR
See massive wall of text above

While I personally don't think the PHR need more hull, I appreciate that you've made it standardized, but I'd personally think that 10/12/14/16 for their light cruisers/cruisers/heavy cruisers/battlecruisers would be better than the 10/12/15/17 you have for them currently.
As for the Santiago and Nickar, same for the Echo; the change to the weapons don't actually help it (and it massively nerfs it because of the medium caliber turret). Why the removal of Stealth? It's a pretty useless ability on a corvette, but it did add some neat flavor at the least.
Shaltari
Agreed with the hull decrease on their battleships.
Good change on the particle lances being 2+, there's really nothing more to say about it beyond that they really, really needed it.
Another interesting change to the voidgate, but I'd personally say make it one or the other. Either have it a flat 5+ against all targets as beam CAW, so at least a group of them can defend against a weakened cruiser, or keep it as a regular weapon but with 6+ lock and Caliber(L)