Thanks for the feedback, i've done a bit more tweaking to the republic and am about half way through the CIS. Here is their design so far:
CIS faction wide changes:
-Droids have two versions of their primary weapon.
One weak but fairly accurate based off energy cells (overheating). This weapon is used on the move or for sustained combat and suffers no accuracy penalties for movement and sustained fire.
The second weapon is ammo based and has one relatively small clip (10-15s of fire). This is a much more powerful but less accurate weapon used for pushing an objective. CIS is an offensive based faction that doesn't care for losing its own troops (they are droids after all).
-Droids can all be rapidly repaired with a fussion cutter or by a health droid but health packs don't work for them.
Units:
Battle Droid: (still thinking about this one, may just end up being an inferior but agile infantry unit)
Super Battle Droid:
Health tank. Very poor acceleration makes him feel "drunk" but 2.5k hit points (compared to the clone troopers 400) make him an absolute beast. Designed to take massive amounts of fire and ignore it. Ideally he will be immune to knockdowns (still working on that part).
Weapons:
-Wrist blaster. Medium range medium accuracy medium damage. Can be sprayed all day but doesn't really get kills unless you are close to the target
-Wrist cannon. Bowcaster, battledroid edition. Fires between 1-10 shots depending on how long its charged in a moderately tight grouping but for only very short range (30 units compared to the standard 80-100). 60 rounds total. At full charge the rounds become explosive and knock targets around.
-Wrist rocket. Vanilla, x6.
Geonosian Engineer
Extremely annoying flying bug with a nasty gun and a knack for keeping SBD's alive much longer than they should be.
Very fragile unit, 200 health but rapid regen, recovers all health every 10s. Limited flight capability, very quick on the ground too.
Weapons:
-Geonosian sonic blaster: uses ammo, can be charged to fire concussive shots that take 3 ammo and knock their target down. DPS lower than that of carbines. 2x 30 round clips.
-Fussion Cutter: souped up and capable of fully repairing an SBD in 15s. Heals all other droids and vehicles too.
-Ammo packs x10. Extra ammo for CIS power weapons or own blaster.
(fourth weapon, maybe, haven't come up with it yet)
Sabotage Droid
Make things go boom at bad times, replaces the assassin droid as a long range unit didn't really fit the theme of the CIS.
-CIS carbine. Copy of the republic variant but with no accuracy debuffs for long fire or movement. Slightly less damage per shot and slightly poorer accuracy overall.
-Rocket Launcher. Vanilla damage but, shot goes wildly astray if fired without a lock, explosion radius is very small (means you can't really use it against infantry).
-Sabotage Charge x3. Similar to ARC troopers charge but thrown much further. Much smaller blast radius.
-Orbital Strike Drone x3. Similar to Clone marksman but with no cooldown.
Droideka:
-Same as vanilla but shield regens much faster when dropped and a little bit at a time while active. This is the unit vs which everything in the GCW era is balanced so I had to keep it more or less static.
CIS faction wide changes:
-Droids have two versions of their primary weapon.
One weak but fairly accurate based off energy cells (overheating). This weapon is used on the move or for sustained combat and suffers no accuracy penalties for movement and sustained fire.
The second weapon is ammo based and has one relatively small clip (10-15s of fire). This is a much more powerful but less accurate weapon used for pushing an objective. CIS is an offensive based faction that doesn't care for losing its own troops (they are droids after all).
-Droids can all be rapidly repaired with a fussion cutter or by a health droid but health packs don't work for them.
Units:
Battle Droid: (still thinking about this one, may just end up being an inferior but agile infantry unit)
Super Battle Droid:
Health tank. Very poor acceleration makes him feel "drunk" but 2.5k hit points (compared to the clone troopers 400) make him an absolute beast. Designed to take massive amounts of fire and ignore it. Ideally he will be immune to knockdowns (still working on that part).
Weapons:
-Wrist blaster. Medium range medium accuracy medium damage. Can be sprayed all day but doesn't really get kills unless you are close to the target
-Wrist cannon. Bowcaster, battledroid edition. Fires between 1-10 shots depending on how long its charged in a moderately tight grouping but for only very short range (30 units compared to the standard 80-100). 60 rounds total. At full charge the rounds become explosive and knock targets around.
-Wrist rocket. Vanilla, x6.
Geonosian Engineer
Extremely annoying flying bug with a nasty gun and a knack for keeping SBD's alive much longer than they should be.
Very fragile unit, 200 health but rapid regen, recovers all health every 10s. Limited flight capability, very quick on the ground too.
Weapons:
-Geonosian sonic blaster: uses ammo, can be charged to fire concussive shots that take 3 ammo and knock their target down. DPS lower than that of carbines. 2x 30 round clips.
-Fussion Cutter: souped up and capable of fully repairing an SBD in 15s. Heals all other droids and vehicles too.
-Ammo packs x10. Extra ammo for CIS power weapons or own blaster.
(fourth weapon, maybe, haven't come up with it yet)
Sabotage Droid
Make things go boom at bad times, replaces the assassin droid as a long range unit didn't really fit the theme of the CIS.
-CIS carbine. Copy of the republic variant but with no accuracy debuffs for long fire or movement. Slightly less damage per shot and slightly poorer accuracy overall.
-Rocket Launcher. Vanilla damage but, shot goes wildly astray if fired without a lock, explosion radius is very small (means you can't really use it against infantry).
-Sabotage Charge x3. Similar to ARC troopers charge but thrown much further. Much smaller blast radius.
-Orbital Strike Drone x3. Similar to Clone marksman but with no cooldown.
Droideka:
-Same as vanilla but shield regens much faster when dropped and a little bit at a time while active. This is the unit vs which everything in the GCW era is balanced so I had to keep it more or less static.