Resistances are already there. Some formulas cannot be published.
But those that can be, yes, they will surely be added.
Heh, like how much % loot really has?!
just kidding. 
____
I played yesterday for couple of hours (until i fell from my seat into my bed), did not change my fits, and my first try was if my Engineer fit is still viable (Alligator Mk3 as offensive support). My impressions were positive for the most part about ingame feeling in T3.
I agree that the ping or/maybe even and fps seemed to have suffered a bit. The warp in lags were noticable almost every game now. I did not experience harder lags, but overall, it seemed like the graphics engine was a bit more demanding and the ping seemed to have suffered too, but only a tiny bit. This is more a subjective “feeling”. I started with over 1k ppl online and when I stopped it was under 800 - for me however the overall feeling did not change.
The meta did not feel different. Therefore the squad change was really just an artificial limitation with no benefits in my eyes, I still see this as the biggest “no-no” in this patch. I was playing solo however, this time, really focusing on trying out the patch.
I cannot say that much about the weapons, except I had no problems with my positron cannon, and maybe a bit less overkills with my torpedoes (the EM ones), as fighters seemed to dodge them better (or maybe people start to know my Gator)
The meta of sector conquest is still frustrating for me. I would rather see unbalanced matches which mean something, like the knowledge one sector is at heavy war, where the sides are really playing together, while other sectors try to offer more balanced fights, or similar. I see much more potential in that. This is by far the most expandable part of this game, and could even be externalized to be visible off-game too at some point. Players do care about the war of the 3 empires.
Also, some kind of mix of custom battles to arcade queues would fit this game I think (e.g. set up a custom game and make it public, so that roamers join), but I know, this is hard at the moment, with all the different players and their expectations. I would however really like if focus was not in creating “overbalanced games”, because this seems still to fail - and will always be that way. One of the more interesting games I had was a Captain game which ended in a Draw (29-29). Both groups were cheering in the chat about it, and I felt, at least both could have gotten one loot or two for such battles, but it also showed, how little loot counts if the game was fun - and finally, that a draw might be a win for the MM system at some point, but actually, it would really be bad if we had too many of them 
The synergy rewards do not feel really cohesive to the gameplay. I got more synergy out of less interesting battles, and less synergy out of really intense battles, or where I clearly made some important moves for victory.
I wonder what happens if my excess synergy is reaching the integer cap for that particular field, and I only bother about free synergy from now on. The new gui indication of synergy levels in the ship hangar is however very well done.