You won't believe it, but up for now, I've almost missed this astonishing piece of work. Well, to be honest, I saw it during initial mod-hunting, but back then, I wanted to experience FTL as vanilla+ (so just bug-fixing and visual mods), as it was my first contact.
After getting all achievements and winning game dozens of times, (of course, without touching "easy", ever), I thought that sorrow is upon us, as "Infinity Space" and "Turn the Tide" seems to be dead. For some strange reasons, I avoided CE thread, is I mistook it for "that" equipment "overhaul" mod, which happily cut-out asteroid fields

(when it turned out, that giving player over-powered shields lvl5 cause bugs in asteroids).
And here it is - by pure accident, I clicked Captains Edition link again... This time, knowing vanilla game inside-out, I'm speechless about features you've added. Absolutely gorgeous work, and I just can't wait to try it. I know, this post isn't full of valuable feedback, but I just couldn't stop myself for expressing my gratitude for your persistence on [strike]fighting[/strike] working with modding FTL. Huge class-M giant Thank-You!
/Estel
// Edit
After few playthroughs, I must say it again - this mod is simply AMAZING. At first, it's little hard to get used to new weapons looks (I kep asking myself WTF is that gun mounted on enemy ship, ever for vanilla ones), but in just a short while, I was totally immersed in my "desperate" space travel. It's much more interesting, it's hard (I like hard!), and most importantly, it feels natural - just like it should look this from scratch.
Hoever, I have few suggestions, and info on (small) bugs, encountered so far.
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Suggestions:
1. While diverse look of weapons is great (too many different rocket launchers looked almost the same in vanilla), I think that currently,new looks are a little overused. For example, heavy laser and double heavy laser - they looked much more distinct in vanilla, and current version feels a little more "pixelated" than rest of game (or it's just me?).
New looks are definitelly OK for new equipment, and for "clones" from vanilla, but I think that replacing look of everything just for the sake of it wasn't good idea - thing that looked unique already, should, IMO, remain as they were.
2. Space stations are astonishing - I really, really love this idea. I wonder, if it would be possible to design them without all-round weapon system, using separate weapon stations (like those seen on rebel flagship or vindicator's artillery beam - not necessary same weapons, just idea of separate stations).
It would be much more "realistic" and fun - after all, those stations have plenty of crew (if some rogue AI haven't killed them all already, that is) - let's give them something to do

Having those "big guns" on stations operated by different people and requiring destruction of all of them to disable station, would require different tactic (also, on big stations, they could be "planted" in rooms far away, making beam-slaughtering harder). After all, unlike rebel flagship, they would be incer-connected with other rooms, so it wouldn't be enough to teleport 2 people, slaughter operator, and destroy turret to disable it for rest of fight (OT: I was always dissapointed how easy it is to disable whole 4 weapon stations on rebel flagship via teleportation, making it toothless).
3. Sorry if it was answered (I wasn't able to find such question in earlier pages, but something might have slipped my attention) - why trading is achievable only as "fake" augments? One can put weapons/drones into cargo hold (space for 4 items), which make it much more cargo-like. There are possible checks for weapons/drones owned by players in events, so maybe it could be used for cargo'ed equipment, too?
As for now, sparing one augment slot seems quite "expensive" (expensive as in getting blown to pieces, due to "wasted" augment slot... Or at least, getting more damage, so we need to pay more for repair), especially that you can't be sure of successful trade.
4. I also agree, that salvo missiles should either cost more power, of shot lesser amount of missiles at once (max 3?). After all, vanilla rebel flagship was able to shot "only" three with it separate weapon room (so think about it as special weapon, like Vindicator's artillery beam) - I'm not sure that "regular" weapon slot missile should be able to do such mass destruction. For now, it seems most OP weapon in CE playthroughs.
5. You said you're not sure about "piracy" options. I was a little surprised at first, but I think I have idea how to make it fit into vanilla, nicely - let's make it choices-consequences! For example, some factions could try to retreat when we pirate them (or most, except, let's say, Mantis, and Rocks could start to run little later, while loosing). IF one of them succeed, it could mean troubles for us with that faction - i.e. stations which would be friendly or neutral becoming hostile (like, engi stations hostile, after commiting piracy on engi and lettim them run), for rest of our playthrough.
I don't know if it's doable, but it could also mean turning all neutral-friendly encounters with said faction into hostile ones (not only stations - so, engi ship, which would ask us for fuel, will attack on sight, etc). Pirate life isn't easy!
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Bugs:
1. I've noticed, that some vanilla "space station" events now got image of station in question as target - that's great idea, it looks much more climatic, now. Still, I've encountered at least one of such events lacking station image (so, it played out just like vanilla) - the one, where we detect faint life signature, and are able to dock (and after docking, station is full of human corpses, and we either find one alive person in storage closet, or consider life signatures a mistake). No station image, at any stage of this event.
2. During one of "extended" vanilla events - the one, where we find federation planetary base, that survived planetary bombardment - we're told about rebel cruiser (which bombed said base) one beacon away, and we're informed, that it's location hav been marked on our map (to either avoid it, or destroy, to slow down rebels due to capital ship loss).
Sadly, nothing was marked on my map. I wasn't able to check all surrounding beacons 'till rebel fleet caught up, so I'm not sure if whole event isn't working as intended, or just said marking on map is bugged.