In other words it's quiet here because us devs are basically ignoring the forums because forums are in "decline". 🙄
Sure they will answer the odd question but start any talk here....naw......
I've been asking why there are less Capitals and frigates per race, no mines, same sounds, explosions, same model ships from Sins 1 and huge comically large turrets, same exact races...... . and..... crickets here.......🥱
We frequent the forums, but less so when we're extremely busy - as we are right now. This is a super busy month for us, next month will be too. Even when we're not responding, we are reading and discussing the topics that come up here internally.
A lot of these questions have been answered before. Ultimately it comes down to after the last decade of examining the previous games those elements/units were found to be superfluous to the game's design or missed the mark. Yarlen has said elsewhere that sounds are going to be replaced and are being actively replaced with every release. I don't understand the comments about the same ships and races, if you're talking about Minor Faction units that are from Sins 1 those are placeholder and will be replaced when we fully release the faction they originate from.
If you're upset that the game still has the TEC and they still build the Kol Battleship I have to ask if you're upset when you see Star Wars still tells stories about the Empire and still uses Star Destroyers? The latest Star Trek still has the Federation and Starfleet ships. Why would SoaSE spend over a decade building out a universe and IP to completely toss out everything for the sequel?
One of the things that I love the most about Sins' modding community is that they use the game's engine to tell new stories. Many of them are focused on established IPs like Halo or Star Wars, but there are also people creating new universes and I think as our modding support for Sins 2 grows you'll see way more of that and that itch may be able to be scratched.
Turrets on ships are large because the game is primarily experienced as a top-down RTS game, so those turrets need to effectively communicate what the ship is doing, who they are firing at, what kind of weapon is being used, how serious is the damage coming toward the opposing ship, etc. It's all about walking a tightrope between effective visual communication, a compelling visual style, and a semi-grounded scifi aesthetic.
Hope these answers helped.