Limiting repair by TL to letter drive limits per the LBB3 tech table seems like common sense to me.
One of those things where it isn't explicitly stated ... but when you stop to think about it, makes you go ... hmmmm.
If you went whole hog down the route of variable TL cost, need to consider what set of changes to the milieu with far more ships and people in the star lanes.
As far as I'm concerned, the biggest advantage (from a gameplay perspective) is that you mitigate a sense of "same old, same old" along with the notion of "if you've seen one, you've seen them all" that happens without that variable being involved.
Familiarity breeds contempt and all that.
I think it's fair to say that for a lot of us (not everyone, granted, but still plenty) we have a certain feeling of
contempt for the original LBB2 starship designs ...
because they are so familiar. It's kind of like street racers looking down their noses at cars which are still in a stock condition, rather than having been tricked out with custom mods ("rice it baby!").
As gamers, we've got remarkably little respect for stock build starships a lot of the time ... which is why we inevitably want to try our hands at coming up with something BETTER than the common stock builds. And when you do come up with something better, it's YOURS and unique, not something ubiquitous and
boring like the stock builds.
Insert signature airhorn musical phrase here.
But if TL of construction can be an additional variable for starships beyond the "you must be this high to build this build" minimum threshold, suddenly you open up a whole range of extra possibilities, uniqueness and (dare I say it) ...
charm ... to the notion that your starship is YOUR starship, rather than being a stock copy of everyone else's (because TL of construction simply doesn't matter once you meet the minimum required).
Additionally, having the TL of construction relative to the TL of the design be a sliding scale modifier (of some kind) means that MAPS and the context of the setting start becoming important. Some regions of space (even in the Spinward Marches) can have wildly disparate industrial support bases for different tech levels (see: Jewell, Vilis, Regina, Lanth, Aramis and Rhylanor subsectors in the Spinward Marches). Consequently, the answer to the question of "what's the best TL for MY ship in THIS region of space?" will actually VARY depending on the context of where you want to operate.
One Size Fits All™ answers are nice in that they are consistent, which makes it hard to "game" them for Munchkin™ advantage.
However, those One Size Fits All™ answers can also wind up being rather humdrum and bland, reducing a particular richness of flavor in a particular setting (OTU or otherwise). Figuring out how to "balance" the factors of want to "go low" on tech level while at the same time "go high" then becomes a kind of challenge to find a Sweet Spot that may work best "over here" but not necessarily be as advantageous "over there" in quite the same way.
Adding that kind of detail to a setting can make all kinds of things far more interesting, both for the Players and for the Referee ... mainly because it prevents the "get TL=15 everything and you WIN!" kind of mentality that Players will default to (I know I certainly did when I played!) without a cross-current advantage to going low(er) tech as a counterbalance to the "TL=15 or bust" imperative.
And when you're dealing with a campaign set along the fringes and frontier of allied space, not being dependent on TL=15 for EVERYTHING can wind up being an advantage ... even if that advantage isn't an immediately obvious one up front.
After all ... you can only keep (in working order) what you can maintain, so maintenance is the key to longevity.