I will put in my "odd man out" views on developing a design sequence.
First, you need separate design sequences for ground, grav, aerial(non-grav), nautical, and space vehicles. No one sequence for all. Second, spend some time researching actual vehicles, and how they could be converted into Traveller-compatible versions. Look for common denominators, and do not forget to pay close attention to power requirements. Ignore Traveller rule requirements for space, and then see if you can come up with a sequence that will design, reasonably closely, actual vehicles.
Look at some cross-sections of actual vehicles that you are thinking of designing, and see how much room everything takes. If you are near a military museum or park, go take a look at the vehicles, and if you can, get inside of them. Generally, you will find that there is not a lot of excess room for people.
How early a Tech Level are you thinking of will be a factor as well. For nautical vehicles, Tech Level 4 is the steam era, and Tech Level 5 was also pretty much the steam era for high-powered ships. Steam plants require boilers, which take up a lot of space. Coal or oil fuel does likewise. Crew requirements for coal-fired ships were high as stokers and coal heavers were needed to both feed the furnaces, and move the coal to bunkers adjacent to the furnaces.
Civilain vehicles are not going to have armor, and not all military vehicles are going to have armor. Armor does not take up volume so much as it adds a lot of weight to a design. For non-grav aircraft, armor should be quite limited and extend to the protection of the pilot, and maybe a bit to the engine.
There are books on naval architecture online at archive.org which give a good idea of what goes into a ship design.
Edit Note: I should add that I am not a fan of design sequences.