Just a post to highlight some of the things I am thinking of doing going into a version 6.32 of the list, none of these are large changes. Mainly just stat tweaks and organisational things, but I am going to post them for discussion before I make changes so if anyone has any major concerns then they can get their opinion accross now (who knows I might even change my mind

). Once the list goes to 6.32 I hope it will remain fairly stable with only points tweaks based on playtesting likely.
Just to be clear, this list may not be exhaustive - I may decide to make changes without posting about it first (although probably not).
Pathfinders
As discussed Rail rifles go to AP5+ Sniper, formation cost increases to 200pts (upgrade remains at 125pts).
Stealth
Points cost goes down to 250pts for formation.
Tigersharks
Points cost goes down to 200pts for formation.
Kroot Hounds
CC value increased from 4+ to 3+.
Crisis Suits
CC value increased from 6+ to 5+, quick explanation on this one - its a better reflection of 3 crisis suits actual CC abilities and a very minor boost that requires no points change but makes them a tiny bit less fragile to being caught and wiped out in an engagement. While still being poor enough that you would be crazy to use it to actually launch an engagement yourself as shooting at that range is by far the better choice.
Shas'o and Shas'el
Lose invulnerable save, this is just a clearing up exercise as these can only be added to Crisis suits and the Crisis suits now have an invulnerable save anyway so the one on the characters is redundant.
Stealth
Moved the First strike from the gun to notes, it makes no sense on the burst cannons (silenced or otherwise, hmm silent blue plasma - wonder were they are shooting from

), its clearly related to the fact they are in stealth suits and so can launch ambushes. Just an uncluttering exercise and the boost of 6+ first strike in CC is so minor as to be meaningless.
Manta
Added a seeker missile, as Mantas are armed with these in the background and I like the guided missile/markerlight dynamic.
Tigershark AX-1-0
Added a seeker missile, but increased cost of formation to 375pts, sure this will get some feedback. Reasoning its armed with seeker missiles on the forgeworld model (basic tigershark isn't) so this brings its stats inline with background. The points increase combined with the reduction in cost of the basic tigershark means at least there must be some thought put into taking AX-1-0's. It really is an air meta game altering formation and it should be a good (if you support it properly), but not easy choice. With the seeker missiles its quite nasty now against even shielded targets (aslong as they are marked - always good to add a bit more synergy to the list) as you will get 4 x AT5+ to maybe drop a couple of shields before unleashing the Railcannons so a points increase is required.
Custodian
Thought about a points decrease but it just seems odd for a battleship to be cheaper than a crusier, even if slow and steady on any spaceship probably justifies it. So have decided to increase missile salvo's to MW4+ - they do give you something different to the Hero as you can target non warengines and in bigger games maybe the larger transport capacity might be useful.