Thanks for the feedback!
I don’t see a problem with the weapons, just created a Tread with all the weapons, and they all worked fine…
If anyone else sees this, please let me know!
The only things that should be inactive are the Armor - Engine - Cargo modules.
All seven of the weapons (Machine Gun, Laser, Rockets, Missiles, Cannon, Railgun, Plasma Cannon) should work, have effects, and do damage.
I can see how spawning a unit w/o moving the first one will cause a problem; I never protected against it only because I never accidentally did it, purely by luck. 
Should be a simple matter to fix, I’ll just disable spawning if the LZ is occupied.
The framerate varies on my end from 40+ zoomed in, to 11 zoomed out to see the whole island.
It’s not great, but I don’t think it’s too bad for a turn-based game…
It is because of the detail of the terrain, and also the trees. I haven’t done any sort of work on any sort of optimization or LOD stuff on the terrain, I know there’s plenty of room for improvement there.
If you are seeing serious choppiness when spawning a unit, or during a movement sequence, it is probably the pathfinding.
Right now, I’m firing A-Star pathfinding to every potential hex in range each time a unit is moved, and at the beginning of the turn.
I have optimized the heck out of this portion of code, and have come to the realization that this might be as fast as I can get it.
It’s not too bad, considering it could easily have to plot over 60 paths at the same time, and it gets there usually under three seconds, with minimal lag.
I did come up with the solution, however, and I know it will speed pathfinding up to be almost instant; I’m going to pre-calculate the paths by building it into the map creation.
It’s just going to be a chore to implement it. I had been tweaking pathfinding for a couple of weeks when I came up with this plan, and I was pretty sick of looking at that code.
So I decided it was working decently enough for beta testing, and focused on weapons/targeting/damage.