I sincerely apologise that I did not answered your question Mario, and thanks very much for the reminder.
I appreciate your consideration to take my word into your work. But the reason I could not answer your question at the first time is, it seems that your patch data is heavily modified from the vanilla standard. So, at this point I am not really sure about whether my opinions which are purely based on the vanilla game would be adequately applicable to your modded files in a beneficial way.
And it's for a good reason: Since I am not fully knowledgeable about how other units in your data are modified, I cannot compose a comprehensive judgment for a Static alone; the game balance should be always evaluated and maintained from a macroscopic view.
The current difference between the original Static and your modded Static seems substantial. Especially 70 to 195 damage change is quite huge at the moment. In the original game, Static can deal 140 DPS (233 with an user-control). With your new scripts now it can deal 464 DPS for both AI and user-controls.
Because the Static had already gained a much stronger firepower than before, I question if the armour value increase is a wise decision on top of that... Additionally, I think there is not much difference between 1% armour between 0% armour, the first gives 378 net energy and the latter just 375.
Anyway, to answer your question I would not change anything (as a first step!) but increase Static's shield to 30% or even 45% because of following reasons:
I had focused my rationale behind this at the major weakness of Statics: jet fighters with powerful guided missiles. When not considering these jet fighters, Static is not that bad in itself, really. As you may know, they could be actually useful for guarding friendly tech upgrade sectors or simply as a measure of quick defence around a host station.
Also, for the simplicity, be aware that I truncated any numerical value starting from decimal places in this entire post.
In the case of 30% armour:
350 energy with 30% armour grants Static a net energy worth of 500. This will allow a normal Static to withstand a shot fired from a Falcon and Tien-Ying 7, but will not survive from a shot fired from a Warhammer, Serp and a Phantom.
When user-controlled the Static will have 1250 net energy which are enough to withstand 2 shots fired from a Falcon, Warhammer, Tien-Ying 7 and a Serp but still only one shot from a Phantom.
In the case of 45% armour:
350 energy with 45% armour grants Static a net energy worth of 636. This will allow a normal Static to withstand a shot fired from a Falcon, Warhammer, Tien-Ying 7 and a Serp, but will not survive from a shot fired from a Phantom.
When user-controlled the Static will have 1590 net energy which are enough to withstand 3 shots fired from a Falcon and Tien-Ying 7, and 2 shots fired from a Warhammer, Serp and even a Phantom.
I wanted Statics to hold their ground against their agile predators, because jet fighters are just too effective against anything that is flying in the sky. It's also funny how Statics could get killed by Serps so quickly since there's nearly nothing they can do against, even evasion is not an option because they literally can't move at all. 700 vs 180; 4:1 cost expenditure is just downright outrageous.

The only thing reliable is their fast vertical shift to take cover or dodge missiles. Anyway, in both ways, Taerkasten can still employ 3 Serps to cost-effectively destroy (540 vs 700) a player-controlled Static, not counting the miss.
Because Static is such a 'gamble' unit that risks a high opportunity cost to a Mykonian player, my intention was to make the unit to be more solid and reliable than before so it can be used in more general situations and become less influenced by externalities. Solely increasing the damage of Static would also work but it still implicates an idea of "I kill you fast and you kill me fast", which still encourages the controversial Static to remain as a gamble unit.
You can actually find a specific armour distribution is used with the original Warhammer and Tien-Ying 7, where their energy to armour ratios are subtly designed to be always shot down from two Serp missiles when user-controlled (1200 damage vs 1180 / 1166 net energy) Considering how much damage they can inflict to Taerkasten if they are not shot down quickly, this was a proper design decision from the developers.
However, I would let user-occupied Static to take three Serp missiles when user-occupied Air Stick still takes two of them. Statics are much less of an offensive threat compared to these fast movers and they tend to act more like a defensive sentry turret guarding the area.
Interestingly, there are some valid points that could possibly salvage Static from its shame.
Whilst it may not be clearly distinguishable, the available unit composition in many UA multiplayer levels are controlled by the abstract 'tier' levels. In other words, some units are more widely available than others in most of time.
Despite its hefty cost, Static is definitely an 'early tier' unit (The other 'irregular' case being a Myko Bomber, which is essentially an identical unit to Marauder yet costs twice(!) and possess a much weaker shielding. Although its weapon have some advantages under user-control.) that is readily accessible to Mykonians in most multiplayer levels.

Generally, they are available to Mykonians by default or otherwise, their tech upgrades are relatively closer to Mykonian territories.
On the other hand, Hourglass, which is a much more stronger and versatile unit compared to Static or Myko Bomber, falls under opposite categories of it. Perhaps it might explain their role of being 'Giffen goods'...
The funny thing is, when these tier factors are put into a consideration, most jet fighter units are not quite accessible by default in many levels compared to the Statics, which could effectively extends their survivability and usefulness. I am not sure if these vague concepts are a legitimate concern and therefore should be scrutinised for a justification of balancing works though.
I have also induced my conclusion from one of the main critical factor in RTS game balancing. It is universally applied that in most RTS games, speed and shield are two contradistinctive qualities to each other.
Generally, faster units have weaker armours and vice versa. I think in UA, it's pretty much a fair trade where vehicles' and weapons' diverse physical characteristics alone can make the game so much more different in its volatile 3D environment.
Statics are nearly incapable of making horizontal movement, and this fact nullifies their 'strategic' speed value to almost zero. (Adimittedly, their quick vertical shift definitely reinforces their tactical manoeuvre.) So in turn, they should have a stronger armour akin to other flak stations in the game.
But suddenly increasing Static's armour level to a flak turret standard can affect its balance towards other vehicles, and as we know the unit is still quite strong when player-controlled. So I have set only a modest value for them.
Despite all these complaints I have made, Static has a defined height level of 20 which means that in normal situations, they will just hovering near the ground level to effectively counter incoming tanks. As a consequence, on a level mostly comprised of flat elevations, the AI-controlled planes will not be able to attack AI-controlled Statics so easily and vice versa. Even the Serps will just keep flying over their heads without actually targeting. But we know it's always a human presence that overrides these kinds of implicit game mechanisms. (Like those moments where helicopters and bombers fly up into the stratosphere

)
Initially, I wrote more about some other balancing aspects in this post, but for now I will stop here and reserve them for later posts.

I think we could discuss about balancing extensively someday, it just seems too much and out of topic to be covered at here.
P.S: The 'plane' class type indeed allows more flexible angle of attack for vehicles, but I didn't considered that for a Static because the unit is also known as 'Boje' in scripts, which means a buoy.
In my opinion, the 'Dreifach Laser' refers to the graphic of Static's weapon, instead of suggesting that the three weapons are fired.
It's nothing important but I see a Hourglass's weapon name used for a Static's weapon, was it intended? The original weapon name for Static is 'BERGSACHSE'. As I said, it's nothing important but just curious.
I also suspect the greatly increased weapon radius is there to compensate the huge latency problem in the UA netcode?
For the unused machine gun models in game, I think Ghargoil 3; Yang; Hetzel and Mnosjetz also possess them in addition to Quader.