My problem with constructing warships using Book 2 or the Classic Rules is that the construction process treats warships as simply heavily-armed merchant ships, somewhat akin to the ships of the Elizabethan period. Then, the difference between a heavily-armed merchant ship and a purpose-built warship was not that great.
The above quote shows that the sensors of a military ship are considerably different from the sensors of a merchant ship. A four-fold increase in detection range is a massive difference in capability, and should indicate a massive difference in cost, if the sensor cost are lumped into the cost of the ship bridge. Likewise, a warship is going to have to have a large amount of redundancy built into it in order to absorb damage, along with a high degree of compartmentalization. Those are not going to be needed on a merchant ship. Warships should cost at least double, and more likely more than double, the cost of the same size of merchant ship. A warship is going to put a premium on high acceleration, while to a merchant ship, high acceleration just means a more expensive ship with less carrying capacity.
Remember, a merchant ship's primary purpose is to generate income for the owner. If it fails at that, it is a dead loss as a ship. A warship's primary purpose is combat and the ability to survive combat. Those two facts are pretty much mutually exclusive.
I would take the cost of military ship computers vs. the traditional Model/1 to be a huge cost and performance difference.
Dig into the actual CT computer program combat subgame, especially paying full price for those more capable programs, and then the effects they can have.
There is a world of difference between a Free Trader with it's piddly bundle of barely operate the ship plus whatever homebrew programs that may break, and a fully equipped warship software suite. It's brutal, and translates into situations where the merchant can't even hit the warship at range while the warship picks apart the merchant at leisure- fast.
As for the sensor differences, it never bothered me back in the day, I figured it was 'restricted electronics' which an enterprising captain with the need could get illegally retrofitted.
Nowadays I find my players are not the slightest bit interested in playing the computer game, so I took a cue from many on this board and assume the full computer buy also includes the sensor suite.
Then I worked out a formula to define exactly how capable the ship sensors are, with a view to approximating the CT results.
Detection Range= (Model# +/- HG target ship size + .1 TL) x 150,000 km
Tracking Range= (TL + M# +/- HG sensor ship size) x 100,000 km
Bis treated as one up.
The HG size refers to the -2 through +2 range. Most ACS are - 1.
So a TL9 Free Trader would Detect 135,000 km against most ACS, 235,000 km against 1000 ton plus, and Tracking at 900,000 km.
A TL11 ACS warship with Model/4 would be 615,000 km detects against most ACS, and tracks to 1.4 million km (or almost 5 LS).
A TL15 fully tricked out Model/9 ACS detects other ACS at 1.425 million km, and tracks to 2.3 million km- almost 8 LS.
To even things up a bit and offer more options, I have three options for ships- active, passive and doggo/stealth.
Active is any kind of active transmission, maneuver, sensor or firing.
Passive is ship is powered up but not using any of the above.
Doggo is powering everything off and being blind. Stealth is largely the same but paying for exotic hardware/software to allow passive at doggo results.
Active ships get detected at full tracking range, passive requires detection range, and doggo/stealth is as the rule you quoted.
Little more complex but not that much, you get the idea.