The additional links and grammatical corrections for this article are quite welcome, however, there's a few issues with it.
First, I would suggest removing refit times; how often a ship needs a refit has traditionally been left up to the ship article itself. However, considering multiple factions may have varying tech levels and the like, the actual refit times will likely vary a lot. You'll also have to remove some of the 'Additional Notes' at the bottom as well.
A faction can always buy or commission another faction to produce for it IC, so remove the restriction regarding only having new ones be built by themselves. Additionally, the ability of a planet to produce or build a shipyard will likely vary greatly depending on the size and scope of said shipyards, so you will need to remove the restriction on that one as well. Naturally, a whole world with proper industry can build multiple small ones at once, or perhaps just one ultra-large one. Even then, a place like Nepleslia can likely have a core-world build more than one simply due to the sheer workforce and resources available. The same goes for the restriction on a shipyard only being able to refit one ship at a time; it would be strange to believe that something like a multi-kilometer long shipyard can only service a corvette or a dreadnought, but not both at once. The same goes for the rule stipulating that a shipyard cannot work on something larger than itself. They can easily work on the pieces of something larger and have those moved into position once done.
More importantly, the new faction asset restriction is very unrealistic and rigid, especially if new factions are formed through roleplay, and were roleplayed acquiring far more than these limits. It's a pointless addition since new factions will always have Wes involved to some degree or another; he always and without exception gets final say on fleet sizes of a starting faction.