I think the ship system is interesting but lacking in its current state. I get the idea of the module system and having interesting trade-offs between whether one should get an upgrade, weapon, or crew member. However, I think this just creates annoying situations where in order to keep all the crew members you want, you have to be basically defenseless. It also creates weird situations where the Clydesdale is basically the best ship by virtue of have the most module spaces.
My solution is the ships have a separate hard point, upgrade, crew, and module capacity. Weapons would require a free hard point, upgrades would require a free upgrade point, and crew would require free crew space. Modules would be like wild cards and can be used for a ship weapon or an upgrade. Additional crew quarters would use a module point instead of an upgrade point and turrets would require one hard point and one module point.
Example Ship Stats:
Ova'LEK
4 Weapon
3 Upgrade
5 Crew
2 Module
Clydesdale K7
5 Weapon
1 Upgrade
12 Crew
4 Module
I think this would alleviate some the annoyances with the ship system but preserve the idea of trade-offs.
My solution is the ships have a separate hard point, upgrade, crew, and module capacity. Weapons would require a free hard point, upgrades would require a free upgrade point, and crew would require free crew space. Modules would be like wild cards and can be used for a ship weapon or an upgrade. Additional crew quarters would use a module point instead of an upgrade point and turrets would require one hard point and one module point.
Example Ship Stats:
Ova'LEK
4 Weapon
3 Upgrade
5 Crew
2 Module
Clydesdale K7
5 Weapon
1 Upgrade
12 Crew
4 Module
I think this would alleviate some the annoyances with the ship system but preserve the idea of trade-offs.