Now I've gotten this mod and got all the fixes and played on it for a bit... now I'm going to tell you what didn't and did work.
Didn't:
Requiring to build new launchers for alienium missiles... yeah not your best idea as it makes it far too logistics-heavy and the alienium (and later plasma) warheads are made to enhance your aircraft capabilities when researched. This forces you to micromanage the shit out your production and aircraft.
Requiring you to build new cannons... yeah. That isn't a good idea either. Not only it increases micromanagement, it also makes defending the planet a pain in the ass much like the new launchers idea. Even on easy without auto-upgrading cannons and missiles, you are going to get your ass pounded.
Likes:
Requiring equipment to build aircraft... is an actually neat idea. However if you keep the building launchers idea, then it becomes near-impossible to upgrade the airforce as on easy I've found that launchers are hard to come by and thus makes it impossible to upgrade my weapons and my airforce without sustaining an insane turn-over of troops.
'Torpedo Boats'... not that I've tried them yet but that's a neat idea.
Splitting weapons into 'basic', 'advanced' and what not are inspired.
'AP' weapons... are a good idea. I've not seen the idea in action before... and it works.
Now suggestions:
Get rid of the cannon and missile manufacture idea entirely. Not only it hurts those from XNT (yeah, I used to play that mod quite often when I have Xenonauts on my comp), but new people that would find the mod. Keep the aircraft requiring the mounts however.
Refine the AP weapons idea. They're working quite well. Also the ranged stun firearms should be a wee bit enhanced.