Help files and components are included because when I wasn't including them all the game would crash or stuff wouldn't show up.
I personally don't like the outlines on ships, but I can appreciate some would. Regardless, I wont be updating my mod to be compatible with other mods people create, especially cosmetic mods as there is a lot of them. So far other mods are mostly doing it the other way around and making theirs compatible with mine, which I really appreciate.
I looked at the possibilities I had with modding and wanted to give certain races some more unique feeling, I also didn't want to go overboard throwing in a ton of new tech with very little interesting added. It also had to add to the flavour of the race. And then of course there was some rebalancing. Napoar already get cheaper research for colonisation, a cheaper colonization module is a nice idea, one I didn't think of at the time, but I don't think it adds that much to the game really.
I did want to do some growth rate bonus research for races actually, not the Napoar, but I would have to add that tech to a unique component, ie. a unique colonization module and I didn't like the idea as unique colonization modules is pretty messy for next to no variety in stats.
I don't really understand your comment about troop transports, was it just in reference to making colonization as cheap as troop transports for them? I think the Napoar are really in a good place right now with their quick access to the various colonization tech and being able to colonize Volcanic from the start.