I disagree ranged fire would typically be a sensible option, ...
1) Per canon, a ship's bulkheads and decks are strong enough to withstand fire from bullet-firing weapons (Supplement 7). Energy weapons, including the laser carbine, are a problem; they can be used to cut through a bulkhead, albeit with considerable effort. That puts the bulkhead armor rating somewhere above a Striker rating of 3 and below a 7. Weapons in the LAG and gauss rifle class might be a problem, but weapons up to the automatic rifle and accel rifle are not. The bulkheads are described as having maintenance hatches, implying any vulnerable equipment is within or behind the bulkhead.
2) Most combat is in the horizontal plane. Fire impacting the deck or ceiling is therefore likely to impact at a sharp angle, substantially reducing the odds of penetration.
3) Non-bulkhead partitions are described as "non-load-bearing panels firmly fixed in place. They are not pressure-tight, and cannot withstand
a concerted assault." The only vulnerable equipment I expect to find in a partition would be electrical wiring leading to a light switch or outlet, maybe a thermostat or similar control, possibly a pipe delivering water to a sink, that kind of thing. None of it is mission-critical, and all of it can be repaired quickly if damaged.
4) The accel rifle is specifically designed for zero-G work. Zero-g combat is very likely to involve opponents wearing at least vacc suits, which are pretty tough in Traveller - armor rating 5. With a maximum Striker penetration of 3 - same as a rifle - it is therefore underpowered for its job. However, if the weapon is intended to provide an offensive capability without penetrating bulkheads, then its design makes more sense.
5) While the vacc suit does provide a strong defense, it is not invulnerable to rifle or accel rifle fire. In the Book-1 combat setting, it's a -2 to the to-hit roll, meaning you need at least a 10, not considering other modifiers. In the Striker setting, a defense of 5 versus a penetration of 3 results in a severe wound 6 in 36 shots and a light wound in 20 of 36 shots; the vacc suit withstands the shot in only 10 of 36 cases.
I suggest to you therefore that a rifle, automatic rifle, accel rifle or weapons with equivalent or less power, are acceptable in a shipboard combat situation on a civilian ship. Snub pistols, with their HEAP round, have some risk of penetrating bulkheads, but the HEAP round will trigger on impacting a partition, so they are probably safe so long as the user is careful about bulkheads in his immediate vicinity. Yes, persons behind partitions are vulnerable to crossfire, but I doubt the attacker cares, and the defender is faced with meeting fire with fire or giving up.
Those weapons are of course no help in a military boarding involving high quality combat armor or battledress, but my suspicion is that naval designers aware of the potential for a boarding would design their ships with critical components protected against the potential for stray fire during boarding combat, most likely by keeping key conduits in the decks so that stray fire impacts at an angle and is less likely to penetrate to damage components, or armoring components that absolutely must travel vertically, and by including sufficient redundancy that damage from stray hits does not prevent operation of the ship.
AHL, which was cited, contains rules for weapons damage to
machinery, not bulkheads: "Whenever the line of sight of a fire terminates against either a red- or green-coded equipment square, there is a possibility of an equipment explosion in that square. A hit is assumed in this case and damage is determined on the damage table. Green-coded equipment has an assumed armor rating equivalent to cloth (-6) while red-coded equipment has an assumed armor rating equivalent to battle dress (-10). If the damage rolled is a serious wound or death result, the equipment explodes. The explosion of green-coded equipment is equivalent to a grenade. The explosion of red-coded equipment is equivalent to the strike of a fusion gun." The green equipment appears to be consoles and controls, while the red equipment appears to be heavy machinery of various sorts.
Note that the controls are armored equivalent to cloth, and the heavy machinery equivalent to battle dress. Note also that the sole consequence of a machinery hit is an explosion and potential injury to persons in the vicinity of the explosion. In the Bard Endeavour scenarios, there is no impact on the players' ability to satisfy the scenario requirements (including seizing the bridge to take control of the ship and repairing and starting the jump drives) despite the Solomani player operating under a tight deadline to seize the ship before it falls into a gas giant. It is therefore reasonable to conclude that while specific machinery may be vulnerable, the ship itself contains enough redundancy to continue operation despite loss of specific bits of equipment to stray fire in a firefight.
It would appear then that damage to bulkheads is not an issue and that damage to controls and machinery in the course of a firefight, while dangerous to those nearby, will not affect the ship's ability to maneuver or jump, or at least not an affect that can't be quickly repaired or routed around.