Good changes. Balancing and softening the counters will only make the game better in the end as it diminishes the power of any optimized min/max setup.
What we have curently (as I see it):
Interceptors - low DPS, high speed/maneuverability, low survivability, beacon capture speed
>CovOps - High burst damage kept in check by cooldowns
>Recon - Support and debuff with increased beacon capture
>ECM - Crowd control through stuns/silence
Fighter - medium to high DPS, decent speed/maneuverability, decent survivability
>Command - buff support with increased survivability
>Tackler - front line focused support
>Gunship - high burst dps and maneuverability, slightly decreased survivability
Frigate - Medium to high DPS, low speed/maneuverability, (generally) high survivability
>Guard - Highest EHP, front line area control
>Engineer - decent area healing, excellent burst healing, team movement support
>Long Range - LR Damage support, high sustained DPS at the expense of survivability
Every class has its advantages and disadvantages with some roles being better at attacking different roles/classes than others setting up a system of soft counters. In a system of hard counters, rock beast scissors every time - in a system of soft counters rock is more likely to beat scissors but scissors still has a decent shot at winning.
The more refined SC gets, the more we get away from simple rock-paper-scissors scenarios (bring more engineers to out-tank their damage!) and move towards more complex team-work and coordination based tactics (bring an engineer to heal, but make sure we have a guard to protect it from covops and an ECM to stun/silence frigates we attack and a gunship to blast through any guards and etc etc etc).
If you look at all changes in a pure “how does this effect ships of that role” point of view, chances are they’ll usually seem bad. Then the obvious solution is to do something to do something to another class/role to counter-act that change, and then something else to balance that… on and on, which really only leads you around in circles never really improving. To me atleast it seems the dev team has the broader scope in mind and is doing their best to factor in player opinions/suggestions/complaints/criticism while not losing scope of the macro picture.