> Antimatter sublight missiles
Any type of antimatter weapons for a "weak" navy is pretty powerful, hell its powerful for a strong navy. Nor were they mentioned in your app.
Oh and any ground units with antimatter or smaller then a frigate better be damn rare.
A weak navy that any other people can blow up. Much less armor, much less armaments.
And it has been obvious that the Draconians use antimatter weaponry- go read Finnegan's Tradehouse. It's a little obvious from the cargoship blowing up and tearing a hole in the Fairy Path. If you wanted to object, you might have wanted to do so after it'd been integrated into the roleplay. Sorry that I hadn't mentioned it, though, truly.
Antimatter sublight missiles are expensive- they can only be produced in the coreworlds, and the Forerunners use them as brownie points or trade items with Draconian warlords- the richer the Warlord, with more influence and system powers, the more he can trade with the Forerunners to get antimatter missiles.
The cargoships have them, and the droneships have them- the droneships are easy enough to kill that a single swipe from someone else's lasers would destroy their shield, a second, the ship itself. And droneships use their drones as shields or weapons- when they're attacking you with drones, they won't fire sublight missiles. Likewise, they only have so many, and pretty much everyone's fleets number more than a Draconian fleet for a simple reason- they are not trying to kill each other.
The primary use of such large amounts of antimatter missiles on cargoships is for planetary defense. When they touch down, they're used as ICBMs if needed, but primarily to be launched as conventional warheads into space, where they then activate sublight once they're out of the atmosphere, and blow an enemy target up. The only reason why a Draconian ship can take so many antimatter missiles is because they're partially engineered to counter them. Another ship from a different alien race may not be as efficient in stopping antimatter missiles, but would find that they would last longer anyways because of better shields/armor. Or, if one specialized in FTL communications, sensors, and point-defense, they would be able to remove most of the threat entirely.
A cargoship lands -> it turns into the capital of that world. All the antimatter missiles on-board are distributed across the planet, meaning that most places would only have two or three missiles in a fully developed world.
If this is still unsatisfactory, I can make them even rarer- only used by Forerunners, for example- or have them as only concept and experimental for the Draconians. I'd replace them with sublight nuclear missiles instead- well within the technological range of warring savages.