Well I'm using CT (with a bit of MT thrown in).
like with money I've got nothing against ships (makes travelling so much easier), I'm looking for configs for the Type J so I don't have WTF moments mid game when the player sais something like "My cut is a couple of MCr, after I fix XXX & YYY, do a bit of preventive maintenance on ZZZ, I want to pull my 2nd stateroom and install a pair of service arms that recede in to the cavity".
Well I haven't run heavy belter campaigns so I don't have a lot of Jx mods lying around, but a few thoughts off the top of the head....
1) Ditch the jump drive. You're going to spend months if not years crawling over rock after rock in the same system, that jump drive is just fuel and space baggage 98% of the time. The 'if I need it' part is costing millions over the years in lost cargo tonnage and operational limits.
The drive AND the fuel will up that cargo nicely, although you may wish to hold onto some so you can last months out there without leaving the claim.
Plus, if your guy does strike it rich, it would be a nice cash sink to cost 500,000 Cr to ship to the next system.
2) Containerize the basing. Use the Seeker for what it is good for, transporting and hanging out there investigating, and haul space habitat and refining/smelting/power equipment containers to drop off, not base off the ship. That way the crew still works the claim while the Seeker gets more supply, hauls the ore in or finds new territory.
In our starship design contest, a big winner was the 200-ton modular ship designed for serious prospecting, and a core element is a 100-ton container girder mount (the engineering/bridge part detaches so the whole girder base can be dropped off while the ship part can head off to do whatever).
3) Put a premium on sensors. Being able to find those nuggets others have overlooked or not waste time on dead rocks when profitable ones await has a real time/cost value. Such a refit should be unusual, possibly difficult to get, costly, and be coveted by others in the belt.
4) Botbay. Using bots extensively is a great move for prospectors as crew can be hard to come by, especially the loyal kind, and they cost precious space. Bots can be fit in to multiply one's ability, but there should be a storing AND a repair/fix overhead especially for the operations that stay out there for a long time. And the whole 'bots don't solve problems' tradeoff applies, especially for belters not operating the Imperials' finest.
5) Probes/sats. A definite investment, especially for extending that sensor range and using time effectively, and for defensive warning for claim jumping. May also need them for comms, for dense fields and for tight beam for confidential transmissions.
6) Thruster sleds. In constant zero-G grav belts and the like are near to useless, and there are a lot of heavy items to push around- ore, containers, mining equipment. Rather then trying to use waldos off the Seeker, better to have a few thruster sleds about, ranging from 1m
3, that have a lot more fuel and engine then suit packs. Remote control or bot expert options make them even more useful.
7) Demolitions locker. In addition to what should be a very hefty ship's locker, there is enough demolitions work to do with asteroid mining that having a ton or three set aside to hold, lock and armor explosives supply might be a good idea.
One thing that comes to mind, the canon TDX explosives could probably be very useful if it were able to be made in 0
0 versions as well as the 90
0 default.