Mesons made crits easier, but PA can still crit. The primary defense against crits was size, since crits were based on attack factor vs hull size, which is why for larger, capital ships, the bay and turret weapons we basically ineffective.
I just reread the damage rules, and that is NOT the case. At ALL.
Where are you getting this, something floating around from HG1?
Hmm, maybe you mean the configuration defense, where solid ships are easier to hit because they are fatter and ship hulls like dispersed structures give mesons fits?
Great for color, but as far as effectiveness, the spinal was all that mattered.
The simple truth is that HG has a design system far more rich than the game it fights in, so many of the decisions aren't that important.
But the other end of the spectrum, running around blasting away with 400 bays trying to burn the 400 bays off the other guy, isn't really practical either. You get these ships stuck on a rotisserie roasting over a slow fire. An almost impenetrable armored core while the weapons and sensors are melted off the outside. When the weapons are gone, the target accelerates away, with its intact drive, intact computers, intact bridge, etc.
I strongly disagree with this characterization, the electronics frying radiation hit part of PA and Mesons alone will leave a large warship a gibbering hulk of useless even if you don't get to the power/jump/major systems on the initial pass.
Unless.
A quick review shows that Armor-14+ gets that sort of result, which at the lower TLs is going to cut into the fuel budget and therefore jump/maneuver budget badly, slacking off at the higher TLs and thus allowing faster further ships with that same level of survivability.
Okay, so let's say Armor-14 is the gold standard for taking hits and walking away. Every ship equipped to this standard will rule the stars. With even higher armor, you can avoid fuel hits.
But there is a rule that I think is badly stated and has a different intent- the critical hit armor reduction rule.
I think a lot of people take this literally, and so since you cannot get a critical hit even with armor 1 against spinal weapons, the ships do not lose armor.
I think the intent of the rule is that if you roll a natural 2 on surface explosions, you lose an armor value, period. Otherwise the rule makes no sense.
If you like to avoid being nibbled to death with 1000 fighters destroying your battleship armor in one pass, make the rule a natural 2 with a spinal mount or nuclear weapons (so even a lower TL missile bay cruiser can get it done, if they can get past nuclear dampers and have a huge ammo budget).
Ahh, suddenly the picture changes, those hits start adding up and the once invincible armor plate buckles, allowing those 200+ bays to start racking up meaningful hits and edging the spinal mounts ever closer to maneuver/internal explosions territory.
Mr. Superbattleship has to start looking for the jump exit once the armor is reducing and the fuel hits are adding up to limiting jump options.
Secondly, if you like Big Honking Guns on your Big Warship, consider a simple rule change- more then one spinal mount per ship!
Those Star Blazers Andromeda battleships have two wave motion guns. The Death Star is arguably an array of PA spinals that combine together into one big ubershot. Iserlohn Fortress is firing up several power nodes for it's X-ray laser. Let em rip!