The way it seems to me is and which makes sense is that Colonly caps are not surposed to be direct combat ships, but supportships.
However they end up doing more damage then most other Caps with standard weapons, and the Vasari and Advent colonly caps have great combat abilities to boot.
The abilities are extremly overpowered, while the TEC colonly cap isnt all that powerful with its abilities it does do better damage then any other ship but the Khol(for tec) yet it gets a single strike squadron which pushes it over and it actually does MORE damage then a khol if it builds a bomber squad.
I will use the Evacuator as an extreme example of how overpowered they currently are and how much NOT building one is a disadvantage which isnt made up in anyway by any other ship.
The Evacuator at level 1 with with nano disassember can destroy any other capitalship in game that is level 3.
Nano Disasssembler
Level 1
bypasses shields
600 damage over 20 seconds
Reduces targets armor by 2.
12 second recharge time
Lets compare this to the Khols Gauss Rail gun ablity.
Level 1
300 damage(since ships have 15% min shield mitigation its best damage is actually 255, its worst with 81% mitigation is 57)
Does not bypass shields is effected by shield mitigation.
Both are direct damage abilities, the one on a colonly cap does over twice as much damage and causes the target to take slightly more damage from other targets then the one on main line battleship.
Second, Vasari dont require a Colonly ship to capture neautrul astroids they can use scouts, which means building the Evacuator not only doesnt hurt them in anyway it gives them the most formidable capitalship killer in the game the ability to colonise planets and still retain the ability to caputure astroids.
There is NO reason for a vasari player to build any other ship starting off BUT the Evacuator.
The problem here is the same for the other races going Advent and then TEC, Tec having the least powerful Colonlycap loses the least going another type of ship, but even then it vastly sets them behind due to the extremly slow antimatter regen of colonly frigates, infact 2 colonly frigates still cant colonise as fast as a single COlonlycap due to antimatter regen speeds and there rather small pool which is negated after just 2 jumps.
It needs fixing and my suggestions are one or all of the following.
Remove strikesquadrons from Colonly Caps at level 1, start at level 3 instead.
Remove Planet Bombardment ability from Colonly Caps(if you build a colonly cap then you should have to spend on planet killing frigates, spend on another type of cap and you have to spend on colonly frigates). This is the suggestion I like the most.
Bring Abilities into balance, Either make othership abilities like the Khols Gauss ablity bypassshields so its on the same level or nerf things like Nanodisassembler.
Reduce the damage of colonly caps so they do the least damage of all the capitalship classes, meaning you need to build a supportfleet while you capture planets, rather then the 2-3 frigates which is all you need to send currently.
increase the Antimatter pool, or antimatter regen on Colonly Frigates so that they are a more viable option.