zgrssd,
(quotes from your post above)
You would have to add a whole logic section of the Ship Designer code that avoids intalling big weapons. Then you have to add a tag like "civil ship", so that logic section knows to have effet.
I don't see this as an insurmountable problem. Yes, it requires more than a cursory change to some XML, but in the scheme of things (considering the complexity of the game) it just doesn't seem to me to be 'over the top' difficult.
But then every single change to the ship designer has the chance of completely invalidating that check. Resulting in no ship having only PD weapons. Or all Ships having only PD weapons.
EVERY change to the ship designer has the chance of invalidating EVERY check/decision. This is the nature of computer programming. This part of your argument, IMO, is invalid.
Meanwhile if they just have Slots of Size 13, the ability of the Ship Designer to mess up is very small.
Yes, I can agree with that. However, it will limit players who DO want to have bigger weapons on these ships.
To me, it is only an issue of principle. I design certain ships (explorers, freighters, mining ships, and constructor ships) without ANY weapons at all. I tell them to retreat if the enemy is near to compensate for that. This gives me room for other things on the design (like recreation to reduce maintenance, more fuel, etc.). The downside is that a constructor might get interrupted while building a base or a freighter might not make some of its deliveries. Again, it is a choice. There are other choices that may be just as (or even more) valid to others.
But the principle is important. The Devs have stated that they want to make the game so the user can play the way they want to. This particular issue doesn't matter to me that much. But the next issue might break how I want to play the game.
Fixing" a complex system like the ship designer is a lot of work
Sure it is. So is writing a computer game. I bet the devs are doing it because they love it. Yes, there will always be a balancing act between difficulty and utility when choosing how to implement a change. If the devs tell me that it is too difficult, that's one thing. I just don't think you are in a position to be
the authority on a) how difficult it is and b) what the true balance between difficulty and utility is.
Lastly, if you like the idea of limiting the slots in question to size 13, use a mod. In the scheme of things it is easy to mod, IMO. To justify that statement, I would say compare this problem to modding (or even extracting programmatically) the firing arcs which is (IMO) two orders of magnitude higher in difficulty.
Just My Opinion
Bridge is the best wargame going .. Where else can you find a tournament every weekend?