Nice update! You may want to look into making it into a more readable format. Take a look at gamefaqs formatting guidelines. Even if you don't want to post it there, they have some good tips on formatting. Here: http://www.gamefaqs.com/features/help/entry.html?cat=28
And as an example, one of my own game guides: http://www.gamefaqs.com/pc/920668-drago ... faqs/58768
You may even want to consider posting it on gamefaqs, maybe that will get this game more attention.
"Repair, even the Tribe one, should never be used without armor. Like shield recharge, repairing HP doesn't work in tough battles when they are needed the most. They easily gets overloaded and usually have over half their supplies unused."
I disagree. They're worth it IF you can position your ships so that they do use all of their supplies. That requires some testing, and you can't expect to use them on your ships on the frontline. You can use them on your "reinforcements" (e.g., the ships in the back), because after some time, when the DPS on both sides goes down, the recharge rate can keep up. I used this tactic to beat one of JoeCairo's NEC plasma spams. I estimate that 90% of supplies were used in that particular fight. That's basically an additional 1000 HP per module.
Also, tribe repairs are definitely worth it on AA cruisers placed in the back of your fleet.
Base on the weapon, here are a few armor value to remember
Armor > 12 = immunity to fighters
Armor > 52 = immunity to everything except beam.
Armor > 73 = immunity to all
I think "immunity" is kind of misleading, because we all know that it's not. For example, against laser fighters, an armor of 8 is almost nothing. (Also, I think the more important break point is the laser fighter armor penetration. Rocket fighters can't even bypass shields, in which case, it means your ship is already being beaten on by things with bigger armor penentration.)
The amount of effective hit points armor provides against laser fighters looks something like this:
eHP =[ (Avg Armor - 8)/(Avg Armor) * (total armor - penalty)] / [ (critical dmg/normal dmg) * (critical rate)]
The total armor of two heavy armors after penalty is 281, critical damage, I don't know how to calculate, but the ratio is approximately 1, and critical rate is 3% (or was it 2%?). An average armor of 8.5 gets you ~500 eHP against laser fighters, which is simply not worth it. Whereas an avg armor of 10 gets you 2.3k eHP!
In other words, practically, armor isn't worth it unless you can get armor significantly higher than the armor penetration.