I disagree that it's
too powerful. It's powerful for a specific purpose and with a specific playstyle, not powerful all around, and that's what makes it balanced. Plus, fighters and flaks deny most of its firepower, leaving it only as a "sit at the edge of the grav well with embargo" ship.
And if you're going to call for a nerf, at least provide specific examples and suggestions on how to balance them. "I think it's too powerful, so nerf it" isn't going to win any awards
very well:
one thing is that the sova is about the only capital ship that can hurt an enemy planet (via embargo) and destroy structures (via bombers) while still sitting at the end of a grav well, ready to leave at a moment's notice. while the embargo rush is more of a strategy than an actual ship strengh, its fairly powerful. it comes with risks, but I'd say the potential benefits outweigh the risks, especially since you can get it out of the source grav well easy and don't have to bother with gauss canons. that means that even if the enemy retreats his capital to his hw, you can pull out nicely have siphoned off resources, maybe destroyed a structure and go back again. if the enemy uses his capship to attack your hw, you can also just start bombing him down. considering you take of his income, I'd say you are in the better position here.
second, the flaks you mention are lvl 2. its early, but it can be late enough in smaller games. I would even say the sova shines especially early on in smaller games. because right from the start the bombers cannot really be countered. its of course scouting work to determine what strategy the enemy employs, but I'd say it will take less time getting your flagship to the enemy hw that it does your opponent going straight for flaks and building them, which again assumes that he knows from the start what you are going to do, otherwise its a dangerous and harmful waste of ressources.
also, its direct power isn't that bad, if you take those missile batteries and the added mobility via fighters into consideration. I'd have to test it, would be interesting to see if a lvl 3 sova could take down a lvl 3 kol with a bit of maneuvering.
alright that was a lot on early game, now late game: again, you have the power to force your enemy into the (counter) offensive. if you have other capital ships you have to move in to destroy structures which may bring you into defensive range or split up your formation, and also cancels your ability to instantly jump out again. you can sit there and get money and at some point your enemy will just have to attack you. also, if you think of it, flaks are pretty easy targets. even if the enemy has some, you can still put your fighters on dock wait for the flaks to come and then use lrms other ships to take them out fast and use your bombers thereafter.
maybe get this a bit shorter again: what makes the sova powerful is its strong sieging abilites coupled with its nature to remain in jump-out distanance while still doing harm and its general flexility to counter a nice array of different threats, from bombers to frigates of other capships. and for all those benefits I'm not sure if there are enough drawbacks.
but its good you replied, I wanted to discuss, not demand. that said, I do not that the different cs have very varying roles, which is a very good thing.