Hope my english would be good enought ^^'
I played exclusively solo with the intrinsics level 10 (except gunner which is level 9) on a RJ MK III (with all Vidar and Zetki weapons maxed out). I dropped 0 Lavan but i don't know if it's a bug or if it's a statistical aberration. For the build, quite classic : Hullweave, Bulkhead, Cruising Speed, Conic Nozel, Ion Burn, Polar Coil, Hyperstrike, Predator and Section Density. Particle Ram for battle avionics and no tactical avionics.
I also did some tests with maxed Hullweave, Bulkhead and Hyperstrike on a RJ full Sigma MK0. It doesn't change much except that it takes longer to destroy the fighters.
All of this in the Veil missions with anomaly.
Time-To-Kill on Railjack Enemies
In terms of combat dynamism, it's much better. The new aiming system is much more comfortable. We are sometimes forced to over-anticipate on Apocs and to under-anticipate on Carcinoxs but we get used to it very quickly. The Pulsar lacks a bit of damage compared to the Cryophon and the Cryophon heats up a little too quickly compared to the other weapons (i suspect that you wanted to reproduce the feeling of a shotgun but there, it seems to use a Hek, it would not be bad to mount it at the level of Vaykor). Personally, i prefer the Zetki versions except for the Cryophon. Regarding the Lavans, no idea, I haven't dropped one yet.
The big flaw i find at the moment is that the battle tends to disperse far too easily. There are always 2-3 hunters who, for some reason, get lost 10-15km in the middle of nowhere and wait. As a result, we are forced to go and look for them and, obviously, this triggers a new wave and we find ourselves finishing the extermination in the vacuum of space. So it's impossible to have a battle in the middle of the asteroids. Hunters would have to be lured to the RJ from much further away.
In conclusion :
reduce the heatup of the Cryophon
a little bit more damage to the Pulsar
activate the drop of Lavan weapon wreckage
bring the hunters back to battle when they find themselves expelled several kilometers away
Survivability of the Railjack and Overall Health and Damage of Enemies
The main concern with this iteration, for my taste, is that there's no real threat to the ship during battle. Fighter's damage is negligible and can be totally ignored, crewship damage is okay and can't really be ignored when there are several of them. However, they can easily be taken out of play by simply destroying their 3 reactors and it's all the more simple as they arrive one by one and are calves. So it doesn't feel like we're taking the ships down because they're a threat but because there's a counter to satisfy. It lacks a bit of tension and matter. I remind you, we're in the Veil, it's not supposed to be Saturn and even less the Earth.
The fires hazard and catastrophic breaches are well balanced. They are a threat without representing an immediate danger (the fire because it interrupts the regen of the PVs and the shield in addition to its DoT, the catastrophic breach due to the countdown and the deactivation of the engines). On the other hand, the small breach and the electrical hazard can be totally ignored. Perhaps they should be played on other aspects, such as reducing the speed of the WFs + a slight DoT for all WFs on board for small breaches, reducing the mobility of the RJ and the firepower for electrical hazard (considering that the fire does both damage + interruption of regen, it seems coherent to me that the others have a double property also). And it would be REALLY necessary to increase the number of hazard according to the size of the crew on board. And, in solo, to increase the probability of their occurrence.
Note that the fire can be used to increase the RJ's speed/firepower since it makes the shield disappear every second and it's the passive of 2 MK III components to precisely increase the RJ's speed or firepower every time the shield disappears. I don't know if it's intended but I hope you'll keep it.
The missile platform launcher does a lot of damage and is one of the rare elements that can quickly lead to a catastrophic breach, it's not bad at all, it makes it a real threat (the only one if I'm not mistaken if you exclude being deliberately pounded by 2-3 crewships without moving). Too bad that's not also the case for the anti-ship platform (which could continue to track its target while it's firing, have a much wider field of sight and an increased firerate), the crewship shed (which could send one or two Skold crewships in addition to the ramsleds, if you stay too close) and the EMP generator (I didn't understand what it was supposed to do, but I'm sure there's a way to make it dangerous).
In conclusion :
slightly increase the damage of fighters
change the effects of small breaches and electrical hazards so that they represent a threat without being an immediate danger, like fires and catastrophic breaches
increase the number of hazards according to the size of the crew, increase the probability of appearance in solo
make all the "points of interest" a threat, like the missile platform launcher