Hey Sleeper!!! Did you know that TotalBiscuit featured the Captains Edition mod a couple days ago on his YouTube channel!!! That video has over 160,000 views and it's only been up a couple days.

He gave it a good review. I hope that gives you some inspiration.
I think it might be time for me to pitch a few ideas to you now since the Advanced Editions been out a while. I don't really know every single change you've made since I barely have had a chance to experience all of the main Advanced Edition. I also don't want to go through the CE code yet for spoiler reasons so I'm just going to say everything that I thought about anyway.
Here we go...
Perhaps the FTL Jammer augment could actually be used to limit the enemy's engines a bit? I understand the separation between FTL drive and regular engines, but we have augments that can specifically hack most of the main systems, but none that do that for engines so just a thought.
Since we can damage systems now with events, does that mean that the Rock Ram augment you've been wanting to make is finally a possibility!!! I would really like to see that.
We have multiple variants of the boarder drone so have you made multiple variants of the ion intruder yet?
I really would like to see the radiation events come back!!!Do you have any reason why they are not working? I can't think of a single reason why what you did with the husks should cause a crash. Any progress on this? If you need any help let me know.
I said before the Advanced Edition came out that a new interesting hazard would be one that stuns your crew. This would require the use of dummy weapons, but I think it would be really cool. Since you can't have the hazard like this affect enemies as well you could make it a boarding event like the radiation ones!!! That could make for some really interesting boarding combat with you and the enemy's crew being stunned.
Have you made it so that nano and acid clouds cause breaches now?
If you haven't already you should give a few enemy mantis and slug ships the Zoltan Shield bypass augment. Maybe even the AI Controller.
You should also give some Rock cruisers, and maybe even the player Rock type B, the Fire Suppression augments since I found the enemy Rocks always surprisingly vulnerable to fire.
You could also add some blue options for mind control when committing piracy, slave, and other such bad acts. You could try using it to brainwash your own crew, but obviously it should only work a small portion of the time.
I think the Backup DNA Bank augment should be renamed to Cryogenic DNA storage just because it sounds cooler and makes more sense.
I also still think there could be some kind of augment that allows you to "train" your crew or manipulate their genetic code to give them skills. It could be useful on cloning ships so that you would no longer have to worry about them dying a bunch.
I noticed that the Rebel Flagship event actually performs a limit function on your sensors now. Does that mean that if we removed that we could finally use level 3+ sensors to see the flagship?! Or still hardcoded...
I feel like the backup battery should have 3 bars for 6 power. 4 is good enough but it's just that all the other subsystems have 3 power and the Backup Batter did go up ti 6 power in some of the AE previews...
Perhaps the new Firewall augment could be used to protect against certain types of effectors as well as hacking drones. Or do you not think that is necessary because of the out her augments specifically preventing certain Effector attacks? Regardless I think all of those augments should be changed to say prevent "effector attacks" rather than hacking to differentiate the two and be more clear.
Is it possible for an enemy AI ship to have 2 mind control systems???
Just thought that maybe you should give some of the Mantis troop ships an invasion boarding AI and a clone bay??? They would really swarm you that way.
Also a really good station type would be a science station experimenting on cloning that boards you.
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Remember my idea a long time ago about changing the trade system? And I said that you could have a station or ship at every store which seamlessly turns "hostile" as the store opens and immediately "surrenders" after closing the store, essentially creating pre AND post store dialogs. I was going to use this as a way to equip goods as weapons at the store instead of augments before trading, but I have a new idea using the same concept. You could use this to actually punish the player for not selling off their goods at the store!!!!! Meaning no more warning necessary and making it an actual potential strategy to purposely rip people off, but with consequences. (I have tested all of this)
If you choose a blue option to sell your goods then it could start another event which makes the ship "hostile", the store menu opens up automatically (here you are meant to immediately disagree the augment you just sold), after closing the store then the ship immediately "surrender" creating a new dialog. (The player would never see the ship turn hostile then back because it happens in a split second) The "surrender" event after viewing the Store has no choices except for a blue option for the good you just sold.
So if you sold that augment off you will no longer have it and get the default generated Continue... Where you can peacefully leave and go about your business. If you do still have the augment you promised you would sell then you would have to pick the blue option making the enemy ship hostile again, causing one of your crew to leave you as in piracy events, causing boarders to beam aboard your ship and other such punishments fit for your crime.
Does that make sense?
Personally I still would like it if we could put trade goods in the cargo hold still, but if that's not going to happen then I think what I just said is a REALLY good idea.
Not that I mind the honor system, but this would just add that little extra depth and for new people it would be really great as well.
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Ok I think that is everything I can rattle off the top of my head. Hope that gives a few things to consider for the future.
EDIT: Also, one important thing I forgot. Right now the LS indicator will turn back to saying "oxygen" if it is hacked. So you should probably change the hacking warning for that too. It is located in the iPad statusUI folder I believe. Slowriderxcorps has already made a purple LS indicator, but currently right now it's in the wrong folder in the sMPK so it won't work. I've told him to fix that but you would probably just want to add that in yourself.