I always though psy came last, so I was surprised to see it first. I believe it comes last in ground combat. If you notice in that battle, there's a close combat round first, THEN psy, then ranged space. This leads me to believe that when there are ground units in space battles, they will attack in the ground close combat phase first (the noble eliminating the psy unit first). This could be completely wrong, but at least visually that's what it appears to be.
Archangels were definitely too effective in Nova for their cost, but since they were a late game, high wetware unit, I didn't mind it as much as cheap units negating the more sexy, expensive units. I would be curious to know which consistently wins between 20 dreadnoughts, 20 archangels, and 2 carriers, 8 archangels, 10 dreadnoughts in Nova. We'd probably all like to see the latter kind of fleet win, variety is nice in EFS. It's hard to balance something like that into the game with the EFS combat system. I would love to see a more flexible combat system in the remake.
Back when I was trying to make my own unit mod based off of EFS 1.4, but with balanced combat, I was using the map editor to test a wide range of 1 vs 1, 5 vs 5, 10 vs 10, 20 vs 20, and also mixed half stack units, to try to tweak the results to something that seemed reasonable. What I was really trying to do was make frigates/destroyers dominate fighters/bombers, but fighters/bombers very effective against cruisers/dreadnoughts, while cruisers/dreadnoughts stomped on frigates/destroyers. Something similar with ground units too, and I was sticking with the direct and close combat vanilla EFS differences to help accomplish that. It was coming along pretty well, actually. I can't get the map editor to work anymore unfortunately. Nova has its balance problems - 20 DNA Assault legions beats virtually everything else, including mega tanks (I posted about that 13 years ago here
http://www.kborek.cz/forum/phpBB2/viewtopic.php?t=311). So Nova has the opposite problem, super units negate other units and turns it into a very basic affair toward the end. This mod has weak units being too effective, at least in space. I'm not sure how it might play out on the ground. I love the galaxy and the fluff units in this mod, but it needs some serious re-balancing work. Also I have some serious gripes about the maintenance/firebird economy gameplay too, which I'll leave for postgame observations.
I'm also somewhat skeptical of whether relics are registering while on defense in EFS as a whole, even if they show up for the attacker. I definitely want to perform some tests on this. If it turns out that's true, I would think relics need a big nerf. I don't know how they balance into this mod, but in Nova they're stupidly overpowered, especially given the generally higher magnitude of values Nova has.