Cool!
Now, for revisions.
I'll let someone else do the revision addressing the Protectors' transmission/suspension/wheel problems if they want to. Vehicular engineering isn't exactly something I'm good at.
Revision: Crystal Ammunition FabricationThe CAF is a simple revision to the AS-HAC-1 (and Lightning turret) as well as other weapon designs if time allows.
We take a fabricator scroll from the Crystalworks, program the appropriate shell size into it, put it in a small crystal container, then mount it to the desired weapon and wire it to the weapon's power source+circuitry if possible. The weapon's circuitry will automatically activate the CAF after generating the Blastball, and the CAF will conjure a new crystal bullet/shell into the chamber ready for firing. If the weapon does not use circuitry, then the firing mage triggers the CAF instead.
The CAF either relies on the weapon's power source and/or a mage feeding it.
The highest priority implementation of the CAF is to the Lightning's turret. Then the AS-HAC-1 and AS-R1 with equal priority.
TL;DR: Take a Crystalworks Fabricator scroll, program in the right size of bullet, then stick it to the side of a gun and wire it to that gun's circuitry and/or power if available.
Revision: KPD4The KPD4 is a straightforward change and upgrade to the KPD3.
Instead of limiting thrust to the bottom of craft, which severely limits acceleration in any direction which isn't up as well as general agility of the craft, the KPD4 sees the application of thrust to all sides of the aircraft. Of course, this isn't as simple as "put KPD circuits on the sides and top" which is why effort needs to be spent on this, and we can't just easily do it without a second thought.
The main challenge should be acquiring finer control over the KPD's thrust output. Refining it so the kinetic thrust is more exact and focused is what will allow us to do the (easy) step of applying the circuits on all sides of the craft. This should be the transition away from "controlled explosions" to direct kinetic manipulation. With this more refined thrust application, we can then put KPD circuits on the rest of the craft.
The result should be obvious - the Lightning will gain insane improvements in acceleration because it'll be able to actually apply thrust to the desired direction, instead of angling itself so a portion of its thrust goes in the desired direction. Agility will see huge gains as well, as the Lightning will be able to move in any direction thanks to the omnidirectional thrust. The refined application of thrust should mean we can also mount bombs on the Lightning, though that'd only come into play if our engineers have a bomb-carrying Lightning design in safekeeping.
TL;DR: Make the KPD more exact and refined in its thrust so it's less "controlled explosion" and more "kinetic manipulation". With this done, we'll be able to put KPD circuits on all sides of the Lightning, allowing for omnidirectional thrust and
insane improvements in acceleration+agility+etc.
REVISION
1 - Crystal Ammunition Fabrication: Chiefwaffles
1 - KPD4: Chiefwaffles
EXPENSE CREDIT
1 - Don't use yet: Chiefwaffles
As for the Expense Credit, I think we should save it so we can make a really big NE-worthy design then bring it down to VE. Though I wouldn't object
too much to using it on the Lightning since we can just use revisions on it instead of designing new aircraft.