The co-pilot operates the EMP and that's it!? That's a 1 button job! Press the button to charge it, press the button to fire... The QED dampener being tied to the pilot makes sense, but the dampener really doesn't need a keybinding if you place the interaction point somewhere easy to get to. You turn it on when you need it and turn it off when you don't. Tying it to a weapon group is a waste of a weapon group! If you're going to give it a keybinding, then just make it a generic system button like the keybinding for open or close doors, something that you do more of than use a QED. The co-pilot position is completely unnecessary and should be removed. Give the pilot control of the EMP, QED and ship weapons. And for those who will screech about giving Antares pilots that much control makes it OP, no it doesn't. The skill requirement of using a QED dampener does not come from turning it off and on, but from how you fly your ship The skill of maintaining good distance control is paramount so that the Dampener does what it's supposed to, prevent the target from getting away. While the QED Dampener has a 2km radius for range, you need to stay closer to you target to compensate for the possible direction changes they make and give yourself time to react and change your ships direction to compensate for it. The skill requirements for EMP is timing and distance control. You need to close within weapons range of a target and stay there whilst the EMP is discharging for it to be effective, but you can't do this unless your targets shields are down, which when that happens, people run away at warp factor 9. So you need to set yourself up to fire the EMP in a way that your opponent has a hard time running away when you get their shields down. The EMP generator overheating is another "distraction" you need to keep an eye on in order to wield this ship effectively. In order to effectively use both EMP and QED you're going to need to be able to throw a heavy fighter around like it's a light fighter because of how close you need to get to and stay with when engaging your opponent. And you can't squirrel away if your shields go down without risking moving out of Dampener range, allowing your target to run away. So if you're a bounty hunter or pirate using this ship and you pick a fight, you have to commit to seeing it through, regardless of the outcome. Couple that with the potential of phyiscalised damage to components and you create a ship that is fit for the interdiction role, but also can be defeated if you're a good enough pilot or have a switched on crew. You've raised over half a billion dollars in crowd funding and the first "new" ship going on sale this year is this piece of garbage. This ship is worse than a fail. It's an insult to your community.