In events_ships.xml.append, you are using SMALL/MEDIUM/LARGE in the autoReward tags. Those should be LOW/MED/HIGH, right?
At the start of sectors, you can make an extra Timelord when you already have one. You could have 7 Doctors by the time you reach the final sector, if you're willing to suffer the hull damage. Alternatively, you get higher rewards from cancelling this extra Timelord creation than if you just initially took the blue option for resources offered in the initial event.
The Master can change humans into Timelords/Masters? That seems unusual to me, but it is the Paradox, so I guess multiple Masters is intended.
Phase 2 of the boss battle, a certain item limits the reactor power of the flagship to 33. That is still enough power to fully power all the systems. Seems kind of pointless to limit the reactor to that value.
CE ready? It seems you've only attempted to take out blue choices for Crystals. You haven't taken the many CE sectors into account when modding starting beacons, while also allowing the player to bypass the hyperspace events on the vanilla starting events still used by CE. This can be fixed with mod:findWithChildLike since they use different text. Here is an example for the Engi sectors:
Code: Select all
<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="START_BEACON_ENGI"/>
<mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
<text>(Regeneration Aura) Listen to the Tardis</text>
<mod-append:choice hidden="true" req="MASTER_VOUCHER">
<text>(Corrupted Aura) Activate the Paradox Machine</text>
That should work on the vanilla Engi start event, while ignoring CE's hyperspace Engi start event of the same name. It should also work on CE's Engi start event that follows the hyperspace event, since that uses the vanilla Engi start event text.
Civilian sector issues? I failed to notice any of that.
No, I haven't tried the mod, so my feedback is pure theory.
edit: Replaced Regeneration with Corrupted