If it works for you, that is all that counts.
Off course, when one plays its own TU what he (and his players) enjoy and works for them is what counts.
I never cared for Striker, the Panther design they did as an example was wrong for the most part and how many things were modelled, such as armor, was wrong as well. Wafare is science and like evey other science has it's principles, violate them at your own peril. Battle is basically physics and the US Army did a large multi-volume study of ww2 which showed some very important statistics, such as that small arms only cause 2-3% of casualties, most casualties are caused by high explosives, which remains true today, just with IED's and not howitzers; basic physics, how much energy one can transfer to a target is how likely one is to cause casualties. Space combat is not likely to be any different, except for a few hard and fast rules;
True, but this 2-3% is the most selective, so, if you don't want wanton destruction, it is needed. If all you want is to transfer as much energy as you can as efficiently as you can, nukes would dominate today's RW battlefieds. Even so most of the combat troops are infantry (which, as you said, will only inflict about 2-3% of enemy's losses), not artillery (the main losses producer), due to the selectivity those 2-3% represents, and the collateral damage it avoids.
And even the curent US doctrine, as seems to be pointed by the reform the budget constrains force too, seems to point to more specialized troops (special forces) and less brute firepower.
Off course, how (if at all) of this reasoning may be transferred to space combat is anyone's guess. Collateral damage will not be a concern in space battles (or at least quite reduced), and most of 'excess' energy won't obliterate cities, but be just lost.
merchants are unlikely to be armed because of almost no ability to fend off a military ship. So the money is better spent on an actual military escort, than to arm merchantmen. Speed would be a big determiner of battle as well, as the best defence would be to run away from an attacker or the ability to run down a target.
Fully agreed here, as long as those ships could go in convoys. For merchants going alone on high threat zones, some weaponry could be in order (as most age of sail ships in the Spanish Main).
Weapons would all be computerized for their fire solutions, if of any duty at all, a Gunner's only task would be to hit the fire button as a target was identified. Even this might be a crucial delay and once in fire mode, ships would fire automatically on any threat ship not identified by a friendly transponder. Fire Control Systems in ships would also be linked as to identify the biggest threats and compute solutions to coordinate fires as to eliminate those first collectively.
Probably right, and so ECM and counter ECM will be one of the most vital parts (featured on HG/MT with the importance of computer rating).
As per bays, yes, and why can bays only be put on ships greater than or equal to 1000 tons? Bays also take up 10 hardpoint spaces; all of this is very arbitrary, without much sound engineering design behind it. Military ships would probably be a sphere, blistering with turrets, the limitation only being surface area, some sort of spinal or bay weapon even on the smallest.
IIRC I read somewhere (sorry, I can't remember exact refference) that this was an attempt to feature what was latter (in TNE and T4) reflected as area limits.
Some way must be to limit weaponry per size (I think we all agree a 200 kdton would be able to muster more weaponry than a 20 kdton cruiser), and this is a simple way to do it (albeit 'unrealistic'). As I'm a believer of the old proverb
keep it simple and it won't break, I accept it.
Even streamlining is an odd concept, a Type S would fall like a rock without it's drives, just like any modern jet aircraft. A Broadsword should be able to enter any atmosphere, the main limitation would be airspeed; about the only ships not able to land on a planet should be dispersed structure types, and that because of the gravity well and not atmosphere. Oh well, it is what it is.
I've always seen streamlining not only as exterior shape, but also as bracing the hull (and interiors) to sustain gravity, and I agree with you that gravity, not atmosphere would be the main limitation to landing ships.
I also laughed when I read somewhere (sorry, no exact reference again) about MT streamlining that an airframe craft would glide. I guess it wouldn't any more than todays RW airplanes.