Played a number of full games on both teams last friday and the balance seems to be improving. Not to disappoint, I stil have a dissertation for you to read.
The alien frag "bug" mentioned above, for anyone that hasn't figured it out yet, is alien frag sharing which is A Good Thing.
I discovered how effective the lucifer cannon is for taking out alien bases if you charge straight for them and don't waste any of your ammo along the way. Any of the ideas for improving human offensive stamina previously discussed would still not be inappropriate, having more than one viable option would be good.
There are still some issues that need looked at:
The lasgun is way too useful. For 250 credits you get a perfectly accurate rapid-fire hitscan weapon that functions basically like a Quake 1 lightning gun. I think all that's needed is a damage reduction. Enough so it'd still be useful for lower level aliens but not as devastating for the higher level ones.
Turrets. Most maps are actually pretty good about not providing any lame base spots for humans, but something as simple as a conveniently placed dead-end room shouldn't ruin a map. Instead of changing them it might be enough to improve some of the abilities aliens already have. The chimera lightning, for one, needs fixed. I'm not sure if by now they're just not supposed to hurt humans that aren't near structures, but for the price of a dragoon they ought to be as useful as a dragoon. Against turrets I think they should do more damage, perhaps with a greater delay between firing. Maybe give them the option of waiting longer for a greater charge. Humans just need SOME reason not to pack all of their defenses into one spot. I think it would also help if the upgraded dragoon barbs were actually useful for taking out turrets, even if it took two to destroy only one turret. And I REALLY think dragoon barbs should regenerate on their own. It seems like a glaring inconsistency for them to be the only alien class dependent on their base -- every single other alien characteristic is self-replenishing. Even if it took longer to regenerate the barbs than it does now to refill them at a booster, it'd be an improvement. Currently they're only really useful for harassing humans by taking out their armory or defense computer, not really worthy of the strongest class aliens have.
While I'm here, I might as well ramble off my (updated) list of pet issues:
Entering /kill a second time should cancel out of the suicide countdown. A lot can happen in 10 seconds, like one of your teammates dying and respawning with a construction kit so my sacrifice of a battlesuit + lasgun + suicide penalty ends up being for nothing :\
Related to above, players should be able to respawn as a base class without having to kill themselves. Require them to stand near one of their spawns for 10 seconds (wouldn't need an extra bind, and would keep lamers from tying up the queue by standing on their spawns), but don't punish them for trying to save their team by piling a suicide penalty on top of the class or equipment they're already giving up. And expecting them to go to the enemy base or, even worse, feed an enemy player just so they can die and respawn is unreasonable.
The upgraded hydra's gas should be a separate bind from the grab. Specifically, it should be mapped to the obvious "activate upgrade" bind. Reasons: consistency, logic, user (newbie) friendliness, and tactics (I shouldn't have to alert every human within earshot that I have an upgraded hydra if all I want to do is grab someone). Also, please correct me if this isn't true, but I think the delay between gas blasts also delays the grab, which makes the upgraded hydra not an all around improvement.
The "buy ammo" bind should also "buy" ammo for energy weapons at the reactor. Again with consistency and user friendliness. In a heated battle I shouldn't have to make the distinction between two separate binds to get ammo and get back to the fight, even worse if you get mixed up and accidently pull up the armory menu when there's a dragoon breathing down your neck (or hopping away from your turrets with 9 health).
Another lameness guard: Builders shouldn't be able to destroy spawns that are being attacked by an enemy.