There wasn't any action this update, but I spent a lot of time in the ship designer and microing the various logistics each empire needs to take care of.
I was going to do a DB edit to allow the INL to use or build the various systems that the Martians give them access to, but then I remembered there was a bug where I could add one empire's systems to another empire's ship design! #JustAuroraThings
As an aside this is making me wish we had a mechanic where civilian enterprises could trade with multiple factions based on the highest bidder for their services. It would make an interesting game economy, but also incentivize some factions to take military action against CMCs or even CSLs which might then seek the protection of another power. 1700s-style trade wars, anyone? 
That would actually be amazing, having the civilians in a game like this less strictly tied to one empire or another. Squabbling over trade is absolutely something these empires would have done, especially when everybody was still stuck in Sol.
It often strikes me that we broadly lack an effective, uniform term to refer to these new kinds of states which span multiple star systems. One of the classic SA LPs used the term "Supernational Organization" (SNO) but that's the closest I know to a term encompassing all the different empires, consortiums, republics, leagues, and so on.
I suppose until now our empires were seen as nation states, if upgraded versions with interstellar colonies, with those that don't quite fit the bill being less prevalent. We'll have to wait and see if a term evolves that puts them all in the same category.
I wonder how the people of this reality refer to such things?
It turns out I took that as a writing prompt, but since it's in-universe perspective I'll put it in the next update instead of the comments thread :-)
Vallis class Light Cruiser 16 000 tons
Interesting design, offensively it looks fairly well-suited. I'd personally prefer bigger missiles with WH9 but the smaller missiles will be more effective against any point defenses which are always a concern with beam ships. Not entirely sure what the turrets are for, though, they look like dual-purpose mounts but ideally they'd not be used for ship-to-ship combat as long as there's still missiles to be fired, and being dual-purpose they're naturally less effective for point defense. Seems at-odds with the design doctrine but we'll see how it looks in battle.
The smaller missiles are there partially to overcome missile defenses more easily as there aren't any other missiles of this type in the fleet, and partially they are this small for marketing reasons to differentiate them from the heavy (and individually expensive) cruise missiles already in use. As ordnance production capacity is a concern with expanding missile usage, having a lower unit cost per missile was framed as not being much additional draw on the factories. Nevermind that you need more of them. The turrets were an easy sell because of their flexibility. Given the lower speed than their expected opponents some measure of beam weaponry seemed required, and without any capability for heavy, long-range guns in the Consortium this seemed the best option. Good dps for the tonnage! Won't have problems tracking! Can serve as supplementary missile defense! Armored turrets give ships additional staying power! Being able to put so many green check marks on the comparison table was advantageous.
Hellhound class Raider (P) 3 000 tons
An interesting design, I'd actually say the fire control is a bit of a weak link there as the autocannon can fire quite far by railgun standards but not very accurately. Another range upgrade would help to keep at least some credible threat at long range against laser ships even as it closes with high speed. Failing that we'll see if the missiles and speed can help it against the PRL and consortium cruisers.
The firecontrol is actually considered state-of-the-art, with the next levels costing 16k in each, but Terra is already investing into them as it has a good SC scientist and plents of research labs. The next upgrade for these ships is intended to be cap recharge 5, reducing the ROF to 15.
San Rafael class Patrol Vessel (P) 10 000 tons
For a "patrol" ship I wonder if more fuel might end up being needed especially if these need to fly about frequently to make up for a lack of deep sensor networks in core territories. That said this ship looks heavily packed to the seams and likely will struggle in a serious combat role with limited weapons range. Hopefully the shields, armor, and speed combo will make up for a lot in cases of emergency.
More range would have been nice, but that was a tradeoff that had to be made. There are good gas giants in most settled systems, so I'm envisioning refueling opportunities on most colonies. Their limited weapons range is indeed a heavy drawback, but something they will have to deal with for now. Mars has a noted lack of long-range guns, so that's not an option, and the only MK scientist on Taíno is a retrained biologist still struggling with turning the railgun blueprint into a railgun weapon.
It will be interesting to see what Taino can come up with...granted, box launcher fighters are rarely that exciting to design, but the designers will have a big challenge to determine how to best use those 500 tons to counter or at least deter the big guns of the other factions' heavy ships.
I have the fighter done already, but as it's not that interesting a design I opted not to post it so as to not overload the post with designs. Initially I forgot to remove the bridge and wondered why I could only fit 8 box launchers instead of the 10 that the Eurofighters I made at the start of the game had...
They aren't really meant to go on the offense anywhere (although I guess a carrier could cart them around) and not to defend the system all on their own, but they should provide another obstacle for a would-be attacker to overcome.
System Defense Craft class Fast Attack Craft 500 tons 7 Crew 85.3 BP TCS 10 TH 102 EM 0
10260 km/s Armour 1-5 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 4.5
Maint Life 2.19 Years MSP 10 AFR 20% IFR 0.3% 1YR 3 5YR 42 Max Repair 51.20 MSP
Magazine 30
Capitán de Corbeta Control Rating 1
Intended Deployment Time: 15 days Morale Check Required
Interstellar Drives MP System Defense Craft Thruster (1) Power 102.4 Fuel Use 700.00% Signature 102.40 Explosion 20%
Fuel Capacity 61 000 Litres Range 3.1 billion km (3 days at full power)
Cerberus Launch Rack (10) Missile Size: 3.0 Hangar Reload 86 minutes MF Reload 14 hours
Medium-Range Missile Guidance (1) Range 10.9m km Resolution 30
Cerberus D ASM (10) Speed: 27 000 km/s End: 6.7m Range: 10.8m km WH: 4 Size: 3 TH: 117/70/35
Medium-Range Missile Acquisition (1) GPS 256 Range 10.7m km Resolution 80
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Fighter for production, combat and planetary interaction
Zwiebel Electronics ASS3-35M (1) GPS 1512 Range 35.1m km Resolution 80
Zwiebel Electronics Radiation OmniSensor (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Do those make the crews tear up?

For the non-German speakers, Zwiebel is German for onion.
What's so strange about naming electronics companies after fruits and vegetables? If we can have Apple, we can have Zwiebel

I found it funny, so I took it. The company name generator giveth and it taketh away, but in this case it definitely giveth.