There's always something raging in the GalNet forums on why some ships appear to be overpowered and others too weak and therefore useless. At the moment, there is a ranging argument of changes to capsuleers ability to handle more than five fighters as well as the optimising the code for drone bandwidth that will mean the mighty Myrmidon can not field heavy drones anymore.
My thoughts on balance is that - first and foremost, the game needs to be fun and full of flavour. I believe that each race should have some advantages and disadvantages. Each race will have ships that are unbelievably DESTRUCTIVE, while other ships less so. If all ships were balanced, they would be the same except in shape and colour. Where would the fun be? So a bit of imbalance is not only inevitable but required. It will probably suck for those disadvantaged but am hoping that there will be alternatives in place or that the system is responsive enough that workarounds get discovered.
Take for example the Myrmidon. It can't (or soon can't) field more than five heavy drones and a smart enemy pilot should be able to take out the drones quickly and easily. It's not as if it's drone bay is the same as the mighty dominix now is it? However, there are arguments that heavy drones should only be fielded by battleships. What utter crap. Field whatever drones you want, providing you can fit them into the bay. Same argument goes for the EOS - is it the solopwnmobile? Nope. I fly one and while I have ganked a lot in it - I don't think it's that strong. It's good mind but only because it is so poor as a Command Ship. It should have a buff for the warfare link and gang bonuses. Pilots use it as a front line solo combat ship and not as a gang warfare vehicle precisely because it (and all it's counterparts) is relatively poor at the gang link shuffle.
Boost the gang warfare stuff!
Another related issue are that pilots appear to be having issues with thinking outside the box in many case. I am worried that as the clamor increases that we will be faced with a complete leveling of all ship types. That combat will become a matter of luck....as all ships are the same and probably fitted the same, where is the edge? I can see all races having a generic 'omni-cruiser' a vessel with five high-, mid- and low-slots and the ability to fit the same modules. Ahhh balance. Don't you love it?
New Eden's races each have their flavour and history. These differences make New Eden come alive.
Caldari have the edge on shield, missiles and ECM.
Amarr have the edge on armour tanking, capacitor management and lasers.
Gallente: drones, armour tanking and hybrids.
Minmatar have speed, autocanons and versatility in all drones, shields and armour. Their strength is in their versatility.
Mixing up the abilities and having some ships with odd abilities and out-of-race abilities (meet the Eris with missile bonuses!) is a beautiful thing. Not horrible like some pilots say and if you have a problem, the solution is simple: train up something else!
The carrier's now (or soon will) have a restriction on how many fighters they can field directly. Anything over the fifth fighter needs to be delegated to another pod pilot. This is a good move as it doesn't remove the ability of a carrier to field fighters but it means that the pilot needs help to do it. Certainly, the carrier is meant to be a support vessel and it would be good if they can increase the number of fighters fielded by a carrier but that each fifth fighter needs to be delegated or something. That would be a thing of beauty.
Anyway, whatever happens - things will change and I believe that the following needs to apply now: 'adapt or die'.