Nice work! I like the new layout a lot, and cutting the reactor power to 4 was a cool idea that poses some nice challenges.
I decided to take this one to the Flagship, and it's lot of fun in some ways, but, well, it's still really overpowered. Admittedly, it's not easy to make a ship with a 4-man teleporter balanced. Here are a few of my comments:
--The ship's drawbacks, namely the lack of doors, sensors, and power, work well together, and they fit the theme very well.
--You gave this ship practically everything that makes some other ship special--4-man teleporter, Zoltan shields, artillery beam, three drone slots. It really doesn't make sense that this ship cobbled together from the remains of shipwrecks would randomly end up with so much rare, top-of-the-line equipment. I would cut all of these "special features" except the Zoltan shield and the 4-man teleporter, since they're the things that make the ship "work."
--In fact, I would cut the weapons slots to three, as well. You don't need so many weapons when you're boarding all the time.
--The starting weapons are still too good to go with a 4-man teleporter. Remember, the 2 best vanilla ships each have
zero starting weapons and a 4-man teleporter. This ship has stronger drawbacks than those, so I think giving it a weak/situational weapon is the right call. Maybe just the mini-beam. That's enough to kill some autoscouts and to get through Zoltan shields early on, although it may still be better to run away so as not to get hit too much. Maybe just an artemis missile, with relatively limited ammo. That way, you can fight ship-to-ship when you have to, but if you overdo it, you're back to pure boarding for a while.
--I miss the 4-man medbay. It's not that big of an advantage, but it's a huge convenience. If you're worried it makes boarding too strong, you could move the medbay away from the teleporter. If you stick with the 3-man medbay, you should probably update the graphics to match.
***Cloaking shows up in shops, but if you buy it, you just lose 150 scrap. Obviously a bug. I take it you didn't want cloaking to be available at all, due to the artillery beam.
My endgame loadout (all systems maxed) and score:
http://imgur.com/a/KcfUE