Well, I'd like to add my two cents, here's hoping I don't get flamed
Pulse probes: breaking it into two techs is a decent attempt but doesn't really change much.
My idea for PPs: Aren't PPs are meant to give ints a fighting chance against SFs? So make them do only that: make their scan range approximately the same as Hunter 1-2 range. you really shouldn't be able to find SB's halfway across the sector with them, thats a job for a scout (a heavy scout, preferably). Ints already have a lot going for them, if it weren't for the fact they can't rip and have low scan, there'd be no reason to fly anything else. ever. So giving them a loophole on the scan sorta breaks the game.
Bios nerf: I always thought the point of Bios was that their stuff is
better, thats how you can justify waiting ten minutes for anything and everything and playing defensive most the game (and not doing very well at it too, against enh and adv tech while you have basic tech, usually the only thing that makes this somewhat bearable is gunships.) so why nerf them
again? I mean really. And why take away one of the two draws of Bios exp? (the other draw being hvy cloaks)
Dreg: Love the new models.
GT: I think this has been commented on enough.
OH: tacking 5k onto their tech bases doesn't seem like much of Nerf, not when most factions have to shell out about 10-15k on ships OH doesn't have to buy.
Oh, and now their ships are hard to hit. hmmm.
TF: Don't play TF enough to notice if accel was a problem or not, really if TF need anything, their ints need to be bigger, so I can hit them. seriously, those flat little ints are so hard to hit.

(of course, this is probably just me

)