Because the number of tons of damage required to reduce a drive on a BB by 1 factor will instantly destroy light cruisers - conversely if the number of tons of damage reduces an escort ship's drive by one factor it is going to take hundreds of hits to do anything to a BB - which is against the lowering the number of dice rolls paradigm.
I see that as a feature not a negative.
I’m doing one shot cuts in half for two damage rolls, if it’s a 300 ton hit it goes 150/150. First one say destroys a 100 ton weapon bay, then 200 tons to the second damage roll.
Another key difference is hull hits are straight up 1:1 tonnage (with caveats not relevant for now). If the 150 ton hits a scout’s hull, the ship breaks up.
150/200 ton hull hits will wreck most ACS ships (I also tie streamlining, maximum G and subsystem failures to hull damage). They will just tickle a 30000 ton cruiser and Tigress won’t notice.
Except.
I have that critical hit roll from the CT table in its spot. Even a little 10 ton hit can be split 5 ton/5 ton, and the second damage roll has a shot at it. PA spinals, nuclear missiles and all meson guns have two shots at it, and the mesons have a better chance with their initial internal hit. Criticals however disable, which is all about the engineering drama.
Which I’m sure rings alarm bells reading that, but a big reduction factor is armor, to wit- the weapon can’t penetrate unless it has a higher factor then the armor. This interacts with distance, any non-missile drops a factor every 100000 km and missiles increase their damage/pen value as their velocity increases.
This is all about the maneuver, but then again my scale and intent is about player level resolution, not ship design demolition derby. I’m just offering these as thought pieces, not a ready solution for other purposes.
So a bigger question to ask is, what game do you want to play?
HG battle? TCS campaign? What granularity and time to play vs ship count?
Easiest/fastest for big empire line em up would be a shipbuilding system within the Imperium system, divorced from HG builds as it’s own thing.
HG/TCS except less die rolling? Well you’re probably on the right track with boiling each weapon category to a factor, perhaps spinals on their own track, bay weapons of a type go 2 targets and damage reduces their factors, and armor/various PDs become a general defense value that can be worn down.
Going to need the full 0-Z range for nuanced firepower valuation.
The most important thing is decide what game it is, then gird your loins and change the resolution system for that effect. You can’t hack the present charts readily without arguably making for greater negatives.