My ultimate hope for the new year is this: can we find a more user-friendly way to handle hangar space?
Hangar Space: (Please provide the amount of fighters/support craft this submission can hold in it's hangar by count of Squadrons, which hold 12 average Starfighters. The higher your squadron count, the lower your Armament and number of advanced systems should be. )
50m [Base: 0 | Very Low: 0 | Low: 0 | Average: 0 | High: 0 | Very High: 0 | Extreme: 0 ]
100m [Base: 0 | Very Low: 0 | Low: 0 | Average: 0 | High: 0 | Very High: 1 | Extreme: 2 ]
200m [Base: 0 | Very Low: 0 | Low: 0 | Average: 1 | High: 2 | Very High: 3 | Extreme: 4 ]
Hangar Allocations: (This is the allocated amounts of starfighters and support craft (dropships, shuttles,gunships,etc) this submission can hold in its hangar based on the maximum hangar space capacity listed above)
Starfighters: x squadrons
Support Craft: x squadrons
Single Craft Hangar: (Does this ship have a hanger for a single fighter craft to be docked? Please choose either Yes or No. This field does not need to be taken into account when balancing but should be included in the strengths and weaknesses.)
This is, by a mile, the most granular and cumbersome element of building a starship in the factory. It also ignores one of the most common reasons that people include/want/use docking bay space at all: as a docking bay. As a story mechanism, waypoint, and setting. (A straightforward way to accommodate the personal shuttles and Millennium Falcons and such would be one important side benefit.)
I don't have a concrete solution in mind, but cutting it back to some level of mandatory + optional (to align with how you handle armament and defense, which is excellent) could be a good place to start.
Hangar space math is 5.1's version of all the gun count math nonsense I helped design and perpetuate in the 1.0-3.0 era. Be wiser than I was.