All in all I´m fine with the ideas and I like them. There are only two things I have to say something about:
1. - Changing Nephilim and Eagle Eye activation triggers to be similar to Asura, making it activate with 4 or more items in cooldown.
- Making Eagle Eye cortex give 5% hit and 15% crit chance.
- Fixing Nephilim cortex effect on repair turrets and increasing the effect itself to 20%.
- Changing the reactor reset from 14 to 7 days for only Nephilim and Eagle Eye cortex.
Once you change/fix the effect for these two Cortex I doubt the reset needs to be changed down to 7 days as they would be more wanted then resulting in higher activity on Phobos and Arkon by itself. So I don´t think that´s really needed then. Otherwise it will end up in people asking for a third Cortex-Slot because they have no idea any more where to put the cortex on
4. The idea is to change the effect of taunt so that, when placed on a target, it would force lock the enemy to only shoot the pilot who used it on them for its duration. This goes perfectly with the description and the name of the items itself. The Effect suggested would be very strategic, specific and very powerful if used on ships like engineers since then they wouldn't be able to lock onto allies and heal them for a long time. The solution would be to reduce the active time of the taunt to around 10 seconds. This would then make taunt very versatile in PVP and in group missions that include bosses with a lot of damage if the effect also applied to PVE units. Finally, taunt ships like Dominator and Bullfrog will finally see the light of day while also giving future possibilities and ideas for an RDX ship around taunt.
Got a couple more words regarding this:
How should the "power" of the Taunt be included then? Taking the 10 seconds only it will end up in people using the lowest available Taunt (like symbolic one in Tau Ceti), because going by that idea it will have the same effect as the rare Taunt.
Taking an individual duration for each Taunt would be a hard thing to programm, as the duration for it is fixed while the power for each level is different. Might be a lot of paperwork for poor Alexw then to find the best balance, keeping in mind that a lower leveled target should be affected stronger by a higher taunt than vice versa. You might already see, working on the Taunt looks easy on the first bit, but going into the details it shows a lot more problems.
One way to make the taunt better might be not changing anything on the duration, but if I take that "lock the enemy to only shoot the pilot who used it"-part of your idea I might have another solution:
If the Taunt is used, the target can only shoot the taunting unit/player. So far, so good. In that case the Taunt-Level could decrease the damage dealt by the target. I know this idea was written somewhere a while ago already, but combined with that target-lock you brought in it might be the best (or easiest) way to work on the taunt.