Ah, thank you for uploading the new version!
So I didn't have the time to see this mod to the Flagship, but I did hop around a bit in the Mod Testing Environment to figure a few things out, test some of the things I mentioned earlier.
I guess I'll just list the things I saw, then? I admit, looking back on what I've typed, I've rambled quite a bit; it's actually very little critique of your ship, but also explanations for why it happens the way it does. I actually really like your ship; I just happened to type those things first, cause there's a lot of weird stuff that happens with artillery. And, sorry in advance if I come off as a douchebag; I really don't mean to.
First off--
your second artillery does not appear in shops; although, if it did,
you couldn't purchase it anyway, as the Fishhook already comes with eight systems installed and can't install any more. Second of all, if your ship had no artillery to start with, you still wouldn't be able to install artillery at stores--by default, artillery's system rarity is set to 0, and taking a peek within your mod files, it seems you haven't changed the rarity.
However, you have tweaked the artillery system blueprint a little; most noticeably, you've given artillery a max cap of 6, and started it at 3. I don't know what changing <startPower> does, if anything; but
at level 6, your Cutter Beam Artillery fires instantly. Is this intentional? Cause if so, this ship becomes a
monster late game. Its artillery weapon is pretty powerful if shields are down (and hell, even if it can only get a partial piercing) because of its breaching, delaying system repair. Plus, 2 damage * 150 length is easily 6-10ish damage on an enemy ship, which is a lot compared to the Vindicator Beam, which I think does on average about six damage. Pretty powerful weapon to begin with, with an insane potential later on.
Supposing I could acquire a second artillery system--your scrap exchange vent--it would follow the cooldown of the artillery system (I think RAD-82 or slowrider said this). So
your flak artillery wouldn't fire with a base charge of 10 seconds; it would fire at the same time as the Cutter Beam, I think?? I wasn't able to test this for reasons I mentioned above, but that's what I've heard.
There's also a slew of additional glitches that accompany double artillery ships, even if they start with double artillery, and a glitch that goes with artillery systems bought at shops. Maybe you're familiar with them, but here they are anyway, for reference:
-the second artillery system doesn't show up on the systems bar, which means:
--you can't adjust its power input and charge rate
--it will always be powered, and always take one power from your reactor without you knowing
--the second artillery can't be upgraded
-the first artillery, although it can be upgraded, can't actually receive the benefits of the upgrade
And for purchaseable artillery: if you save+quit mid-run after buying the artillery system, the save file goes all wonky, and you need to download another mod to recover your run.
Some minor polish things: the artillery system doesn't have tooltips for level 5 and level 6, and the chargebar gets a little jacked up. You also lack a miniship image.
Some things.
For actual gameplay and other comments:
jesus how did I type out so much about artillery, why do I care so much about artillery
First of all, that's a very nice cloaking image. For the longest time I just made really crappy cloaking images; it's refreshing to see that you've made a good one right off the bat. The gibs are nice too.
I believe when I first posted to the thread, I commented on the unusual shape of the ship. Maybe I did? But compared to most of the semi-rectangular or delta-formation ships that populate FTL's universe, yours is highly unusual, but in a good way--makes it stand out, adds to the theme of cutting up things.
The gameplay of this ship seems quite unusual--a power deficiency to start with and a reliance on hacking/drone-parts as well; although, there are also some powerful crew-killing beams to back it up. It's like an odd cross between Slug A and its Anti-Bio Beam; the Federation cruisers and their powerful artillery, which play more like defensive ships; and the Engi B, with its signature lack of crew (and automated aid). Very unique; I like it. Again, I didn't have the time to take it out for a full test run, but it's very different from things I've seen so far. And I'm impressed with how many different ideas you could put in there while still keeping to the Lanius cutting theme.