This is my favorite tech mod, but 1.10 has some issues.
As mentioned by a previous poster, the vast majority of the sensor tree is locked behind short range sensors, a racial tech limited to only 2 races. That one is sort of game breaking IMO. The damage reduction/repair bot lines have some issues, the fast repair line only upgrades modules you unlock on the first line, meaning you need to go down both lines if you want the faster repair option. Minog "Perfected Flight Mastery" requires "Heavy Missile Superloading" even though they only use torpedo bombers and no previous techs in their line require missiles, maybe intentional for balance reasons but felt strange to me. Minog "Superior Natural Flight" requires "High Power Discharges" when it should probably require "Shockwave Torpedo Mark II" instead, they need to follow the bottom torpedo line the rest of the way, so they are forced to get two torpedo techs here on the same tier that update the same module, High Power Discharges is a useless/redundant dead-end for them.
I may be missing something, but the Zenox shields seem to become useless in the later tiers, drastically less regen than the baseline high recharge shields and practically the same capacity, final tier they have size 9, 350 strength, 3 regen, vs the baseline size 10, 360 strength, 6 regen.
It's been a while since I played, so I don't remember if this has always been the case or is specific to this mod or version. Most of the pirates I'm seeing seem to use gravity weapons, even early game. It's brutal and frustrating.