It's interesting that there are so much tips for economic designs. I never bothered so much for economy, since I usually have no lack of ressources in my games. I just ensure that private ships are fast (hyper and sub light).
However, lot of things are worthy to consider and test in my future games.
For me the bigger fun part was to design military ships and I did quite some in-field testing and calculations in excel.
To give an idea on how my general fighting philosophy is:
1) I want ships that are fast and maneuverable to quickky hunt down enemies.
2) Ships should be able to stand against bigger fleets on their own.
3) If a ship is getting damaged it should be capable to self-repair up to a certain limit instead of needing beeing repaired at a SP (however, if hyper is damaged I usually scrap a ship in 95% of cases)
So this led me to the following design aspects:
Shields:
I consider shields as THE essential part of a ship. The reason why is: I once tried to build a ship without shields, but only with armor and tons of repair bots (I liked the demper field in MoO3 and wanted to copy this design aspect to DW). Apparently only one repair bot can repair at a time, they are not working simultaniously. And even more horrific: when the ship is hit, all fired weapons are stopped. So it wasn't able to deal any damage.
So I build in strong shields favouring higher shield recharge rate over base strength (that's why I implement Zenox Z4 shields as soon as I "aquire" them). In early game usually 1k to 1,5k. In late game usually 2,5k.
Of course, the overall strength is dependant on my opponents ship designs.
Engines:
Newest and fastest hyper drive. Importance of jump ignition time comes direct after hyper speed.
Sub light engines (SLEs) should be sufficient to outrun most enemy ships. So have a close look at what your opponents have. If there are some Slukens around you definitely should consider to send your spies to get access to the star burner <3
It is hard to tell a specific number here, but consider the following when putting in engines:
Best efficiency is achieved if you do not put in more engines than one reactor could support.
The SLE usually should not claim more space than ~35% of the total size of the ship.
Weapons:
Usually I am not too concerned about firepower. I tech straight forward to the Titan beam (I must say: I do not possess DW-Legends, yet
). And that's (almost) the only weapon I use on my military ships. If the opponent is using a hell of fighters on his ships I also add a few point defense weapons.
I like to have the overall firepower sllightly below the firepower of my opponents ships. They will consider my ships as weaker and will come closer - exactly where I want them to be. My superior shields and shield recharge rate will guarantee that I will win the fight though and quickly recover from it. ECM and targeting systems should equal the inbalance in firepower, too.
Superior range is not an issue as you will see from the set tactics below.
Armor:
One can argue about how to handly this. Here is what I like to do:
In early game armor is just used help your ships escape when shields really should drop down. Once the tech level is better (availability of repair bots and better armor) I tend to put 200-400 armor and like 5 repair bots. It also helps to reduce incoming damage when shields are down.
Why more than one repair bot? If armor is down and vital components are hit I want to ensure that even if a repair bot is damaged there is a replacement to maintain the self-repair capability of the ship.
Tactic:
This is one of the most important things for me to set correctly. The behaviour is:
weaker opponents: point blank
stronger opponent: point blank
Flee when: shields at 50%
Classification: escourte
This will ensure that maximum firepower is released and there are no dmg losses over the distance. Once the shields are dropping the ship will make a fly by and hyper-jump away. Since the shields recover quickly it is able to engage again fast.
Normally a single of such a ship is capable to fight, dodge and kill a whole enemy fleet. Fleets of such a ship are deadly and losses are quite rare.
Chronological order of components:
It has been mentioned before: the order DOES matter.
To ensure shields will charge during construction I always put in these components in the following order:
1) command center
2) energy collector
3) reactor
4) fuel cell
5) shields
6-x) other stuff
In most cases shields are at full strength by the time the ship is finished.
I hope I didn't forget some vital things to tell. Just one more thing:
My personal ship-style is the ring (normally used as a resort base from some races). This reminds me of the ships from the Ren Dhark series (if known to somebody).