Quantum API is interesting, switching from Forge to Quantum would require me to change the parts of my code that hook into Minecraft, which isn't that big of a change. However, I'm fully focused on getting this released and I can't spend any extra time converting (development is slow enough!).
That said, I like the idea of Quantum API because it would make additions to my mod much easier to do. I might release a Quantum version in future, but my current priority is just releasing a version.
Indeed! I believe It would be wise to wait until Quantum gets a stable version, which will be awhile. Anyway we (The Quantum Dev Team) hope your mod becomes a great success, and that you will one day release a version on Quantum.
For an airship vs airship demo, you could have two zeppelins battling in the air, with one shooting the other's vital wool blocks, causing it to fall to the ground.
Speaking of which, not sure if you've implemented it already, if you get fire to burn and spread on the ships, it would make for very interesting sky battles Especially if you change your makeshift tnt turret to fire projectiles with ghast-fireball-like properties (smaller explosion + fire).
Also, since a ship's "essential block" is that blue glowstone, what happens if you break it in mid-flight? Does the rest of the ship continue behaving normally or...? As a follow-up question, is there a way to "place" or lock the ship back into the world? I wouldn't mind if there isn't (as long as there's some anchor mechanic), just wondering.
One more thing, do you already have marine ship physics yet? (buoyancy and such)
Anyway, AWESOME mod can't wait to try it out! I too am a huge fan of ships and airships, and I've tried out every similar mod there is, but your's looks the most promising. I'm pretty much a fan of anything steampunk related, so seeing that skypirates was your inspiration for this makes me pretty happy