Woah, guys, SLOW THE FLAME. PLEASE!
I skipped page 2 because I couldn't take the flame.
I think that the suggestion is very well balanced in general. Warheads are seriously underpowered, and even the (Apparently) massive buffs suggested don't really help all that much. Torpedoes will still not one-shot-wonder most vessels.
I have some notable changes to make that will hopefully make some more people happy. At the cost of annoying plenty of other people, I'm sure. Anyway:
Warheads are not affected by the "Redo" function. If you delete a warhead (As in on the end of a warhead prod) it cannot be replaced by normal means.
A ship with warheads on it can have no cloaker or jammer (Sorry for all of you with fancy self-destruct options on your cap ships, but it's gonna get worse) and no? shields (Maybe disable just shield caps on these ships, make it capable of having 220 shields and no more), and become a priority target for AI, provided that the warhead is coming closer to the ship the AI is mounted on. Which means you can't just launch a warhead decoy off into nowhere at the start of a battle and watch your enemies' turrets and AI vessels derp out.
A vessel with warheads should be targeted by AMS and standard turrets (Add an AI option for warheads as well, please. When no warheads are found, these anti-warhead turrets should act like AMS) as a priority. Perhaps based on proximity instead of relative velocity, however.