GypsyComet
SOC-14 1K
the time a Battle Cruiser shows up to confront the PCs' Fat Trader, we'd be roleplaying out the situation rather than having a standup fight!
Which is a good thing, but needs to be backed up by real punch. The 12 turrets on a Kinunir will eventually carve up a 4 turret pirate, but the ability to one-punch a smaller ship with a dedicated bay weapon (per the 2000 ton Zhodani Vlezhdatl from FASA) is what brings out the white flags in a timely fashion.
That said, if you want your naval combat to be lengthy attrition matches instead of knock-out shots, stick with turrets.
The starship ratio of sizes presented in Book 2 (as opposed to implied, per Rob's post) is still from 100 tons to 5,000 tons, or 50:1. That handily encompasses most modern sea-going craft, and if you extend it to the shore-huggers (aka Subcraft), that ratio goes to 250:1 With a small craft design system bolted on (I recommend the one from Space Gamer #40-ish) you have a lot of room to design in.
I would still recommend skimming HG and later editions for tools to add in, just to allow for more variety. Drives-Fuel-Cargo-Staterooms do not provide a lot of axes for innovation after a while.
Top-of-the-head recommendations include pop-turrets, fixed mounts, drop tanks and fuel purification (CT), Externally-mounted subcraft changing overall displacement and the subcraft mounting options to go with (TNE, T4, MGT), labs, workshops, and sick bays (several places), fuel "skimmer" options (T5), boarding tubes (MGT) and others I'm sure I've forgotten. None of these damage the small ship/small weapon universe of Book 2, and the subcraft mounting treatment actually explains (and originally arose from) the classic Type R.