Any chance for 1.1 compatibility this week with your next version? or should I downgrade to 1.03?
Apparently Lavo's been playing the mod successfully on 1.1 already. However, the mod will remain set to the current release version whenever it's published - Beta patches are too unreliable of a code base, and could switch completely seconds before or after I release.
relic nerf should be proportional to map size. 1/5 makes them useless on smaller maps.
You saw the sign over the door, right?
I'm still playing about with it, but somewhere between 2% and 5% is likely to be where they end up. But while I'll try to ensure mechanical changes are scalable this mod will always, always cater to the biggest map sizes first and the smaller ones later, since the developers are presently following the opposite rule - if something doesn't work on big maps, they make big maps smaller.
And now that we don't need durantium anymore for hulls what should we do with it?
The resources-for-hulls stuff will be re-added at a later date when the AI actually follows the rules; I'm seeing too many AI players managing to get -111 durantium and flying big fleets of ships that they clearly shouldn't have been able to build.
Any chance of removing the silly tech specializations? Feel free to balance them out.
Work on this is ongoing, but tbh I need to finish fiddling with the mechanics before I get too deep into the techs; expect to start seeing lots of tech work at that point (and some big improvements to AI tech choices, too).
Naselus, tell us where the changes are (make a list- with the appropriate file names) so we can change something back if we want to. That way we can mod your mods to suit our own individual play-styles.
Gods no. I do this for fun, to unwind after a hectic day at work. Admin and documenting is not fun. Just be glad there's a changelog at all, I didn't bother to do one for the first 3-4 months when I was modding Victoria 2. 
Quoting admiralWillyWilber,
I vote for specializations. What I would like to see is more custom tech trees.
As above; there'll be more juicy headline stuff like that once the nuts and bolts are where I want them. Til then, it's mostly going to be obscure mechanical tweaks which don't sound exciting, but make the game play much, much better.
Durantium was a good requirement IMO although the quantities required for each hull size should be cut in half. The need for Durantium is what makes Tiny ships much more viable especially in the late game. The fact that they would otherwise drop off is ridiculous.
The huge maintenance increase on hulls, combined with the speed changes should help to counter that somewhat, and as I say I do want the resources-for-hulls thing back in at some point - but there's hardcode problems with it atm which I don't doubt the devs are already looking to fix.