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No it's basically the opposite of that, it's +50% damage and fire rate to all space fauna components and mutations, then a generic +10% to all space fauna damage. Go into ship design and hover your mouse over any* space fauna mutation and you will see the +50% and +50% listed at the bottom of the tooltip. The reanimated ships don't have any of the special components so I don't think they get the bonus.
*Apparently doesn't include carrier modules.
Even moreso if you do primal calling and take the choice to get 1.5 fleet cap per filled vivarium slot. I had almost 400 fleet cap shortly after making my grand archive.
KEep playing, you will see the space Fauna are BROKEN
I'm still waiting on Stellaris to add a Biological Ship that looks like hive critters. I know there's mods for this, but hives need it in the vanilla game
EDIT: Not *exactly* the same. There's not a technology for "give space fauna shields". One sec, I'll just jump into the game and see what the specifics are.
EDIT2: Bloody thing, that took longer than needed. Right, so shields are just mutations. You get two technologies for those, each unlocking three mutation slots, and then you can add whatever bio-components you like from the same effective list as you can for artificial ships. Unlocked regular Shields for ships? Also unlocked the Shield mutation for space fauna. Unlocked regular Particle Lances for ships? Also unlocked the Particle Lance mutation for space fauna (of sufficient size).
Just takes longer to get there. And it gives you the opportunity to use up some of that excess Food in growing additional ships as well as precious Alloys. You've doubled the resources available for bolstering your fleets. It requires a few extra starbases to be up and running to also double your potential production speed - but that's part of the opportunity/investment cost.