Not "Is It Balanced?", or "Is It Balanced Right Now ?", but more... how is it supposed to be balanced? What is balanced? What are some of the design "rules" that it follows?
I'm honestly curious how many people have the same ideas about those ideas and questions, and whether people think the designers have some specific goals and guidelines in mind (again, not asking whether they're successful at meeting those goals right now ).
Are there supposed to be clear Rock, Paper, Scissors strategies?
Are releases intentionally designed to "shake things up", by giving new options to deal with older challenges?
Are stronger options given counters? Are weaker options given support? Is it a mix? Are neither considered?
Are waves designed to be "balanced" within themselves, or just to give new options?
What are the clearest distinguishing mechanical themes of the two factions? How closely do releases actually need to adhere to those themes?
How are squadrons balanced? Are they supposed to be a viable threat? Is defending against a squadron threat supposed to cost significantly less than fielding one? Are they supposed to be reliant on supporting ships, or augmented by them?
How are ships balanced? Are "activations" and "deployments" considered as elements of their design? Were they originally?
How are objectives balanced? How important are they supposed to be to the game? Are objectives designed with ships in mind? Are ships designed with objectives in mind?
Uh... I guess, essentially, I mean: Tell Me Literally Everything.
Whoops.