1. The Slyne have a trait that gives them Zero Gravity Construction to start. I'm assuming this is to allow them to get Engineer citizens from the beginning, but it doesn't make logical sense - why would they be able to build medium ships before they can build small ships? Not to mention potential balance issues of building a ship two tiers higher than everyone else right at the start.
Perhaps the Slyne should get Orbital Construction to start, which still gives a boost to ship size tech but not so drastic and fits in logical progression; move the engineer back to this tech if that was the desired result.
I actually like how SD is being bold in this case. If 'Inventive' wierds you out, don't look at time travelers ^^... they get large hulls at the start (but no engineer citizens).
I actually think inventive is fine. Sire, you get something great at the start, but you have to choose between this and ancient for example, which gives you 'living ships' tech in the latgame.
This not to say, that there aren't some abilities which feel a little underwhelming to me.
or making a ton of scout/missile ships that drained my treasury and didn't do much for me.
Here's another idea what you could do: don't make tiny hull explorers. Make cargo hull ones. With more sensorpower and engines, so you can slightly later use them to spot for your fleets.