I started an Empire GFFA campaign and right now I'm between week 30 and 40. I have a number of observations and suggestions to report.
 
Firstly, I've only found one actual bug: the SPMA-T Company can't travel through hyperspace unaccompanied, although other vehicles (such as the AT-AP) can.
Thanks, I'll look into this!
 
However, there are some weird things, such as being required to research the basic Army troopers while having TIE/SA Bombers available right from the beginning. If you're going to start the mod at 18 BBY, then Stormtroopers and Army troopers should both be available, and the Imperial bomber should be the TIE/GT. 
 
Regarding the 'Early' units, I recommend just folding them into the upgrade lines for the normal ISD and VSD.
The reason for those weird things is that I first planned to set the start of the sub mod in 20 BBY. It will be changed for the next release. I need to come up with a solution however on how to implement the TIE/GT into Imperial units without having to add a lot more variants.
The 'Early' units will eventually be folded into the normal lines. Too messy with them as it is. Or, I might make them unbuildable after ISD/VSD is researched.
 
Speaking of the ISD, the 60 turbolasers should be double turbolasers, as seen here: http://starwars.wikia.com/wiki/XX-9_heavy_turbolaser
Noted! The turbolasers shall now be double turbolasers! :)
 
Also, I'm somewhat mystified as to what you've done with the Venator. It now requires a Level 5 starbase and it costs four times as much as a VSD (and takes at least that many times longer to build), despite it being a destroyer-sized vessel with the firepower of a heavy cruiser.  Its fighter compliment isn't that great either; I honestly can't see any reason for the dramatic price and build time increase.
The Venator was pretty much the most powerful Imperial ship before. I may have overnerfed it a bit, but I'll look into balancing the Venators a bit better for the next release!
 
I started experiencing a lot of lag around week 20 or so. I think it's because the rebels expanded much faster than I did (probably because they autoresolve everything) and now they're moving lots of fleets around.
Yes, same here in my test campaign. It's not the kind of lag on my machine that kills a campaign though, just the occasional 1-2 second freeze. And yes it is because of the Ai moving fleets around. The solution here would be to remove trade routes so the Ai moves less fleets around. I have this written down as a change I will make for the next release, so should be able to get it fixed.
 
There's also one other thing that definitely needs to be addressed: infantry population. 
While I think it's a neat idea to have them take up no galactic population, they definitely need to take up combat population. If they don't, it's possible to land more than 10 units, which creates problems after the battle when there are more than 10 units on the ground but the interface can't allow more than 10. I'm not sure what would happen if the AI landed more than 10 units (because I haven't fought any rebels yet) but I don't think it would be pretty. Also, a tactical population count for heroes should be added to avoid this same problem.
Hmm, I haven't had any problems yet with this when I've landed a ton of infantry. I'll stress test it at some point to see what problems it can cause.
 
Some other suggestions: 
If you want the Empire to have access to the Republic's entire line, I suggest giving them the ISP speeder and making the AT-ST available from the beginning.
Lower the Acclamator's Z-adjust so that its top guns can hit things such as space stations and destroyers. 
Load all of the independent XQ5 and Golan complements at the start of a battle. Right now it's pretty easy to rush and destroy the stations before they can launch all of their ships. 
Add something more to the CIS XQ5 outpost stations. It's rather annoying fighting 20 squadrons of vulture droids per station that aren't any threat whatsoever to capital ships. 
Increase the cost of turrets to better reflect their increased capabilities. Right now I suspect it's cheaper (and just as effective) to just build a bunch of turrets in tactical mode rather than have an army present. 
Increase starting units. Add Venators to Coruscant and Despayre and increase the size of armies. 
 
You've got a great mod here, and I'm looking forward to seeing where you take it.
Speeders will be added, same for the AT-ST. I'll see what I can do about the Acclamator as well!
Loading all units immediately from a station/golan can become a problem when too many units are loaded. I'll have to see if it causes issues and then go by that. It is more likely I just lower the spawntime further, to ~5 seconds.
I hate the CIS having pretty much just 2 different types of droid star fighters and the Recusant-class. It would be awesome to have some Lucrehulks, Providences and Munificents instead. Guess I'll have to improvise for now.
The turrets are likely to see a small price increase yes. I want turrets to remain a very viable and cheap option for good defenses for the defender though. The turrets are not that hard to deal with either for the attacker if they have any artillery, heavier units, air strikes or the like present.
Starting armies are also going to get increased a bit, but not too much :)
Thanks for the great feedback and glad you're enjoying it  :thumbsupcool: