I'd just like to start off and say that it is freakin' bad ass!!! And, I'm glad that it DOES include some new stuff for other factions too - although mainly the Republic and Empire. You've probably heard it more than enough, but here it is again: This project is something that will keep fans playing for many more years to come. I assume the latter occurence is suppose to be the way it is from the beggining. On my second play, I waited a bit to choose my specialization and noticed that after I met the requirements for Tech 4, the option would appear in Tech 4's place. Secondly, when I hit Tech 3 and saw the choices of specializations, I didn't see the Infantry Division as an option. First, a number of research tech are mislabelled, although this can be figured out fairly easily. There are a couple of problems things to note, not with the gameplay, but a couple of interface issues (if that's the right term.
Having certain out-of-branch units, like the different tranports and light vehicles, to keep each sub-factions options open, keeps the choice of specialization from crippling a player if they choose a sub-faction they aren't happy with (or the other player chooses after), keeping the game balanced similary to the original game. The staggering number of units this mod adds and the variety it adds to matches are phenomenal. I don't know if I really have the clout to be doing this, but it should be done.