afaik they (all?) still had a special trait, saying they get destroyed by a (subsystem?) crit. there can be an exception regarding loss of troop level crits.
I don't know how the game rolls between fire, extra weapon damage and subsystem crits and how this system interacts with escorts and "crit immunity" ships.
I know that I was not always able to keep track of what killed an escort in a fight and I had the impression that kroot balls and roks are a bit too sturdy. you only had to compare what the tau crit build (which is too good in dealing crits) did to a line ship compared to a rok.
afaik escorts gets destroyed by one critical hit. that means, that all the 400 hull escorts die more or less after the same amount of firepower compared to 200 hull variants. that is because the probability for one crit during the first 200 hull damage is very high. a better design should have different average time to death tied to escort hull points. one possible solution for this could be the reintroduction of "hull breach" as the crit suffered by escorts. it destroys a fixed amount of hull points so that 400hp escorts could survive more crits before they are destroyed compared to 200 hull escorts.
another issue imo are ships with the "immunity to crits" trait. they are too tanky with no loss of efficiency until they are destroyed, which means they tend to overperform. kroot balls for example are extremly tough in their braced stance, shrugging of enormous amounts of fire. I would prefer if their trait gives them a percentage reduction of receiving crits in general, subsystem and weapon immunity to crits and possible hull breach and fire crit effects instead. that would mean still no loss of efficiency until destroyed, but faster loss of hull through hull breach crits against very high amounts of firepower (compared to damage needed to get crits against ships without the "immunity to crit" trait).
pulsars are bad because the player has hardly any control when to activate them, not because they do not enough burst damage. it is not very fun to click the cease fire button all the time, to manage pulsar ships. if you want them to burst through shields easily and do hull damage, or two-shot shieldless ships, you make really terrible balance suggestions, going back to the state of eldar shortly after release of the first game. on another note: don't take the voidstalker as a balance measuring stick. it will never be a ship you take for a strong corsaire build. it does not synergies with the fleet strengths.
@brohanbroski about tau protector: I believe they are just OP at the moment. the crit-chance stacking is too high.
the kroot ball build without speed upgrade has problems with novas. I am not sure how ordnance would perform, after your torp salvos got slaughtered by only three ships in braced.
a more well rounded build with 3-4 bastions, one LC and lots of escorts could move at 185 and has no big weakness. if you take the boost-evasion upgrade, instead of the lock-on escort accuracy buff, you should be pretty hard to deal with against any fleet.
@jamodon you are pretty good in killing escorts, so the cap-game is fair game to keep pressure up. if I can play them similar to bfg1 eldar, you use the stasis bomb to split up the enemy fleet and instead of a pulsar run, you shoot from 9k range with the macros switching from silent running to reload while dropping the maelstrom. if something has to die asap, you advance into 4.500 range to get the armor-reduction. the hardest part will be to bait out the MWJ (thank god only one MWJ this time). keeping the holos up is not important, if they are not detected or in a firing arc. the instant turn and boost gives you an escape option anyway (against non-railguns). I had to deal with a lot of star pulse necrons, when I tried this built, so I am pretty confident in their escape options (and ramming game to kill recall LC flagships asap). it may be an option to take the range upgrade for runic targeting instead of the AP-upgrade to be more flexible, but I think you will need some strategy to kill slaneesh promise chaos flagships before they can get more than one charge off and 25% less damage reduction would help a lot in this regard. the slaneesh skill is one big reason, why I don't think CW eldar will be top-tier.
holofields halve their damage and you should have the speed advantage to control engagement range. you don't want to advance in a wall formation into the DE BBs, because they can just brace and ram you down. you want to poke from around 9000k range in and out of firing range, till you have the hull advantage to just focus them down.
against all possible fleets I think LC eldar lists switching between silent running and reload will perform better than built for pure DPS cruiser lists. 13.500k circling can be rushed down by several of the stronger builds (chaos carnage/acheron, tau protector with speed upgrade and escort heavy AM that will drop their flagship alongside their low-priced escorts) and 13.500 circling will lose the mirror match against reload skilled eldar.
@CowGoMoo that's obviously better than getting a 0,1sec cd.
the eldar reload stance should have no macro weapon fire rate increase and instead you have to take an upgrade to get a firing rate increase in some form, similar to how lock-on and extra range work right now.
anything with holofield will outshoot the dark eldar pretty badly in a reload stance shoot-out (if you take the macro-cannon ship variants). in general I think the reload stance way to play eldar is much better gameplay than the 13.500k circling.