You're in luck!
And it seems to be a pretty simple fix
Comet strike takes a value of 10, (not sure exactly what math it performs, some idiv after adding more info into ecx) but I was able to produce a desired result by adjusting the value 0A (10) to value 64 (100) and the comet strike on a 66 population system killed only 6 pop rather than 60. So there is definitely some division happening here by the value 0A which can be adjusted for better gameplay. Value 1E killed 20 of 66 pop so I am happy with this number.
I have included in the patch a range of potential values which could potentially be used. User preference. (yay, my first game fix!)
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