The only thing there about 0% is that it is no longer 2*Exp level and 3% for unexperienced ships, i took that to mean that it was now 20% for all
Where it says there must be 1 stealth, that looks to be to qualify for the above equations
The 20% increase survives onto Mikes site, so I thought there was a high chance of that being so (it also occurs in his guide on the later version of the boards
http://forums.coldfirestudios.com/ospace/viewtopic.php?t=2534 )
Now im not saying he was correct, but he was closely following the bonus system as it came out and i would be completely amazed if he had missed something like that
If you are correct then Stealth is again useless and needs to be completely reworked

I'll check with Jim before any editing, hes bound to have tested it at some point
Now to answer Darth Frog
The linked to page is slightly wrong, the amendments can be seen on the page in Hals last reply ... Scouts and escorts min requirements were adjusted down to 5 Sensors and 1 Slot
The value used is the average stealth, so 150 is correct
You need the minimum number (50) for the 20% to be added (if it actually does) the extra ships just raise the bonus amount ... ie it will increase the 150 by up to 25% if you have the max number (550)
Minimum speed is so you are also giving the speed bonus to all your other ships, since your fleet should be 30-35 speed roughly, then your scout needs to be at least 30% over that so it can give the max bonus with minimum numbers
The +40% for escorts +30% for sotl is the maximum amount any ship is allowed to gain over what they already have on the ship itself (those specific numbers refer to the Stealth/Speed bonus - Escorts can only gain 10% over their base damage and sotl can only gain 15%)
So if an escort had 100 damage, the highest bonus it could ever reach is 110
Dont worry about finding it complex, it is overly complex and requires a rambling explanation that almost always requires further explanation, heh