Flak Burst: way too high percentages, but we've already gone over this. Idk about the range increase.. IMO not really necessary.
Let me put it to you this way: in the real world, your suggestion with a stacking debuff is probably better. I proposed it the way I did above because, in all honesty, how often does a Kol get more than one shot off versus a large wave of bombers? The first shot has to be enough to degrade their performance by a sufficient margin that the Kol is not one-shotted, and to do that, you have to have a powerful debuff.
Time will tell whether or not I'm right.
Flak Turrets on Caps: way too many. As I've discovered in modding, the very act of converting the autocannons of the Kol from capitalship damage to antilight damage and allowing them to target SC already slays them quite quickly. If you had that many flak turrets on everything, capitals would pummel all SC that came in range. If this is even a path to be taken, I'd suggest instead 2 on battleships, 1 on battlecruisers, and 0 on carriers. Reason being is that what you're suggesting would make flak frigates obsolete because capitals would fill their role better plus having all sorts of support abilities.
I'm not sure I agree.
If you look at a Garda Flak Frigate, its listed DPS is 15, but that's for when all guns are firing. The Garda has four guns, so each gun does a little less than 4 DPS.
Are you telling me that 4 8-DPS guns on a carrier seriously outmodes flak frigates and locks down local airspace? In terms of antis-trike craft DPS/cost, health/cost, and anti-strikecraft DPS/supply, flak frigates come out ahead of capital ships in spades. Likewise, capital ship turrets would, like their flak frigate counterparts, only be able to target one strike craft at a time. You need multiple turrets on a ship just to attack multiple strike craft from multiple angles.
If it's that big a deal, though, I suggest implementing turrets that are the same DPS as flak frigates, with the number of turrets I've given (for coverage and for being able to hit multiple strike craft at once).
You're suggesting something that would make fighters about five times more powerful than they are now (less chance of hits means more chances to regen damage to survive another hit). Vasari fighters would become unkillable and anything smaller than a cruiser will get annihilated. Imagine for a second a swarm of Vasari fighters escorted by a Skirantra with Repair Cloud and Micro Phasing Aura. They would NEVER die. With this buff, you would make bombers, scouts, corvettes, and possibly even LF go extinct. No amount of flak would be able to bring them down.
You've convinced me.
I'm not sure a range nerf is all that's necessary, though. Remember: even if you nerf their range so they take a half second longer to reach their target, there's STILL that wave of bombers you have to deal with. Nerfing their range MIGHT make the range buffs on the above abilities unnecessary, however.