First fix the basics then when that is done start messing around with the favours and upgrades.
Problem at the moment is that we are pushed into a hit and run and fire deathstarlaser tactic unless you want o spends 20min kiting with the other ships. Reducing the range on the pulsar wil only push eldar further in the hide everyway we can then shoot and run builds, because I doubt they will buff the starcannon that much dpm wise, besides it alrady have a fairly high dpm for a "macro" cannon the problem is staying in the window of fire long enough.
Part of that problem is the faulty holofields that some developer dreamt up that goes down if you stand still, holofields should always be up as they are in TT.
The other problem is the armour, eldar have 25% armour in TT they have 50% (chaos 66.66%, IN 83.33%/66.66%, ork 83.33/66.66/50% in TT). They other races are closer to the armour they shoud have , the eldar have half the armour they should have.
These two thing makes eldar more way more fragile than they are in the boardgame that coupled with the fragile trait really makes you not want to get hit at all. For example one Mega cannon shot that get through can cripple a light cruiser.
If you want to use starcannons you have to move towards the opponent to stay on target and get some damage done since the holofield force you to move for no reason since they are implemented the wrong way.
Also Holofields should have a chance to stop torps and bombers. Eldar get good shields but fragile in return when they do get hit and less HP thats is the tradeoff.
If you compare all the races to how they are in the boardgame most of them are fairly close but the devs have made Eldar into something completley different.
Make pulse work as in the TT a normal lance that have a 50% chance to shoot again up to 3 times total if you do damage. Then a little bit longer reload compared to the average lance I guess would be prudent since this is an RTS not a turn based game
Holofields should always be up and work against torps and bombers too so you actually don't get crippled when you go for a strafing run. Wich is what Eldar are about since in TT the only thing they have that shoot further than 6km is torps and bombers apart from the voidstalker wich shoots 9km (45cm) but in return it is slower. In the TT you can't run around basically invisible.
Armour should be set to TT values or but since no other ship have their TT value but a little bit lower and I have done the relative match for that somewher around 40% seems right in relations to the others.
If this is done the ship work you can go in with your speed and do strafing runs with your frontal guns and get a longer window of fire or you can actually stop at 6km without your holofields going down and then go awy when the oppent turns towards you.
Eldar should play like the other races with a twist not like something completley different. Something completley differnt that you have to cater to specifically to beat wil always piss players off since in all reality IN/Chaos/ork can basically be beaten with totally randomized builds whereas it is really hard to beat eldar if you lack certain skills.
I've also spent a few days trying to play with starcannons and bombers it is really underwhelming.
P.S I actually quite like the Alaotic Cameleoline Alloy that the topic startes so no use for, can set up nice ambushes with it.