I've noticed a possible minor issue with the new point defense mechanics - unless Steve has already changed this in testing.
The post on "New Point Defence Mechanics" states that:
Each Beam Fire Control is assigned a Fire Concentration from 1 to 10, with 1 being the highest and 3 the default. If this many shots are already allocated against a missile, this fire control will ignore that missile for targeting purposes.
This poses a potential problem for non-turreted beam PD weapons, primarily for small-caliber railguns. Consider a classic skirmish between the Duranium Legion (fleet speed 5,000 km/s) and the
Precursors Mongolicans firing AMMs with a speed of around 72,000 km/s. A single hull-mounted railgun has a chance to hit, per shot, of (5,000 / 72,000) = 7%, which means that a salvo of ten shots, the current maximum, results in a chance of only 51.3% to shoot down a specific AMM. This represents a pretty big nerf to railgun PD which I don't think was really needed as the Railgun vs. Gauss turret dichotomy is pretty well-established and both ways are pretty balanced in strategic vs tactical benefits. Since Gauss turrets can have much higher tracking speeds, they achieve higher hit probabilities per-shot and don't suffer so much from this change - for example, a Gauss turret with 16,000 km/s tracking speed has a CTH of 22% per shot, for an expected kill rate from ten shots of 92% which seems more in-line with the intentions of the new mechanics.
I would suggest that the Fire Concentration not have a maximum value, at least for the player to set. If the NPRs use a hardcoded (in the AI code) maximum value for the sake of expediency that is probably fine. Alternatively (or perhaps complementary), a setting of '0' could mean "no maximum - allocate fire to the missile(s) with the fewest shots currently allocated", ensuring that the mechanic works as intended but volume of fire is not wasted doing nothing while ships explode.