Sorry, missed that last line awhile back. Just as well, because the rules of SMACX AI Growth mod have changed since then. Contemplating Sir Dade, with respect to 1.13 rules.
Giving him +2 MORALE makes him as tough, militarily, as the Spartans. Nobody else has that advantage in the game. If the intent is to have him be a Spartan replacement faction, I don't have any problem with it. If they're both going to be in the game, then I would suggest not having Sir Dade become "the automatically better version" of the Spartans, that always has more bonuses, that you'd always choose (assuming a player cares about getting the best).
+1 GROWTH is actually a major benefit in SMACX AI Growth mod. No faction has this ability, I took all GROWTH bonuses and penalties away from everybody. A faction with this bonus, would be able to pop boom in circumstances where others cannot. To trigger a pop boom, you need a Children's Creche, Democratic, Simple or Planned economy, and Eudaimonia. +1 GROWTH would not enable pop booming before Eudiamonia, because Eudaimonia is a +2 bonus. So the advantage is, you have a lot more combos to get +2 GROWTH out of your Political, Economic, and Values choices. I would say that +1 GROWTH is a nice thing to give a faction, it's a substantial advantage, but wouldn't make it overpowered.
I'm not sure that the AI ever figures out how to do a population boom anyways. I changed the rules in 1.12 to make it possible and more likely that Lal would pop boom. Seems to me that pop booming is likely to be a human player advantage in practice.
-1 POLICE. Anyone can live with a mere -1 POLICE. However it is going to cramp your style. Without any penalties, you can choose Free Market, and still be able to use 1 police unit but no nerve stapling. If you've got a -1 POLICE on top of that, you can't use police with Free Market. At the beginning of the game, that hurts. Free Market has turned out to be the best social engineering choice ever for geographically isolated factions, the way I've done it now. You just make 1 social engineering choice and you've got +1 energy per square. Now of course, you can go Green, which doesn't have any POLICE penalty. But you make less money and you take a -1 SUPPORT penalty, so that hurts.
It is completely fair to say, your choices of +1 GROWTH and -1 POLICE completely cancel each other out. In terms of faction power, it's a wash. We're back to having the +2 MORALE advantage.
A UNITY MINING LASER?? OH JOY!! Can I be the 1st to fry you with it? Talk about damning a faction with faint bonuses. If your intent is comedic, you've succeeded. Anyways this is worth nothing. I can't tell you how many times I've made a Laser Squad as my 1st offensive unit in various games. If you want to give him a real man's weapon, give him a Battle Ogre Mark I. Or give him five Mining Lasers, to be a real jerk about it. That's excessive, was just riffing on the comedic, but 2 or 3 Mining Lasers might not be so bad and would actually be threatening at the very beginning in close quarters. Or it's 3 extra Scout units on a bigger map.
Knowledge no-nothing, steals tech on conquest - these are not big deals. Lack of Knowledge hurts but almost all factions have something they can't choose, that hurts somehow, so who cares. It's parity with everyone else. Stealing on conquest doesn't tend to amount to much tech stolen in the real world. You have to actually be able to conquer somebody to steal from them, and that often means you have a tech advantage, tech parity, or an industrial advantage over them. It's a minor positive, not even worth as much as +1 GROWTH.
-2 RESEARCH. That's now a huge penalty that nobody else has. Even the Believers only have -1 nowadays, and they're the only faction with a research penalty. Even Fundamentalist factions only have -1. Your choice here is pretty darned crippling. I would go so far as to say, you've negated the +2 MORALE advantage.
Almost forgot your bonus techs. Factions mostly don't get these. If they do, they only get 1, and only a Level 1 tech. The reason is, I don't want anyone getting a head start on acquiring Secret Project techs. When you give factions some starting techs, you're giving them trade commodities that they'll trade with other factions, especially human players, making tech acquisition go way quicker. My advice is, don't give any starting techs at all.
I had to give the Believers Social Psych though, because her -1 RESEARCH was bad enough, that she'd flounder and completely stagnate without a starting game boost. She needs to be able to trade a tech commodity to someone else.
Ok so you've got the Believer style attack bonus. A small advantage.
As is, I would expect your faction to get killed by other factions, due to the -2 RESEARCH penalty. Yes it would be strong going out the gate, but the tech stagnation is going to get them creamed. I kept removing RESEARCH penalties in my mod because Fundamentalist was proving way too popular a choice for factions, and it was getting factions killed.
My final, brilliant suggestion: drop to +1 MORALE bonus, drop to -1 RESEARCH penalty, see how it plays.