End patrols when supplies are low. Pirate interceptors will avoid fights then.
Remove debug lines
Reduce frequency of trader variants, logging in _addShips
Add basic aegis raiders, some bug fixes in station/defense ship AI
Give Vipers escape pods; give low energy ships some practical chance to use pods; adjust default pilots
Improve trader response to piracy.
Make interceptors need a higher tech level, make cargo ejection faster
ship.damageAssessment() to check damage levels (will do more when NPCs can be damaged)

Also: adjust independent pirate role odds to be more towards small ships, and adjust missile loads of ships to reflect prior action or high value
Police ships anti-theft mechanism; traders have slightly better combat response
Add role list (readable as player.roleWeights) to PlayerEntity
Make it possible to translate the Moray Med's name without breaking cargo
Grant player role entries
player.setPlayerRole(role [,index]) and clear out roles over time
Allow more flexible role grouping than before

pirate-victim-roles.plist deprecated but still read for OXPs; functionality now in role-categories.plist
Ship.roleIsInCategory(role,category) to determine if a role is in a category
Use roles for pirate victims, pirate enemies, friendly fire checks