Yup there are bunches in Starfire where it is like that Kurt. It is part of what makes the dynamic of the game go. Also the generational changes as technology advances. Part of what I thought they killed in Galactic Starfire and later editions. Fighters have been seriously nerfted by the addition of S0, Ai, Dz and Zi. Basically they remove the ability of a fighter user to wear down the enemy as you can't knock ships out of datalink, you can't as easily get into the blindspot to launch your fMs, the passives are a lot higher so you need more fighters hitting. I wasn't intentional but boy does it make it impossible to reproduce the Rigillians from ISW3.
Starslayer was basically saying GBs are too easy to kill with the shoot on them with a -3. There is some truth to this, as once the GB is into sprint range of a Wa armed ship they die in job lots. Beam weapons shooting only once are less effective but still dangerous. I have to admit that I still think they are too un-affected by minefields, but doing it according to the new rules seems to swing way to far the other way...they basically evaporate in the field (10 mines fired per squadron 10 to hit, reduced to 7 so 7 hit; then for prototype GBs 2, 2, 3 mines attack each gunboat and mine attacks are 5 to intercept no doubling up so: 25%/25%/13% of the time they are stopped so basically 1-7/1-7/1-9 each proto-GB dies. That is too much, but the 1 in 10 to-kill is way too small (it is correct for the older mine and PD rules though). An unsupported GB strike seems to require closing the distance extremely fast, we even added 1 MP to the prototype GB otherwise they were too slow. We also changed them to have 2 in-line racks rather than the 2 side ways racks they have in the UTM. This allows them to carry missiles and ripple fire fMx and such.
The d10 does make things scale coarsely...and a +1 or +2 becomes huge. EDMs just are more rolls so I'm not sure what you mean. EDMs have a 3, 4 or 5 in 10 chance of decoying an inbound missile. You still have to roll.
The UTM is not officially available and technically isn't available at all being part and parcel with copyrights and such...that being said I feel it is likely that if you express an interest in it...somehow it may show up in your inbox.
From the point of view of the Urloki they would be happy to take out the Cervii but they face a 100 HS closed WP on the Cervii side. It is guarded by BS4's and presents a challenge much like what the TFN faced in the end of the Theban war. Anytime I work out how many pods I need the numbers come up as obscenely high. Possibly with the SCN contributing more advanced pods it becomes do-able...or with armoured bricks to sweep the mines....how many are on the closed WP? 100, 500? Even Urloki crews would have a heck of a time...for a BB sized ship 2 or 3 mines from the 25 attacking per pattern would hit...and they would be stopped on a 6...so 100 patterns could be survivable by the 1st ship, the second ship would face 50 reduce them to 25, the 3rd ship would face 25 reduce them to 12 the fourth ship would reduce them to 6 and the 5th ship would take that down to 3 patterns which would be removed by the SBMHAWK waves. Only the rules about how the mines react to transits on top of them make this even work....and there are ways around it for the defenders.