1 - too simple, making for less diversity in armaments and overall ship designs, not entirely a bad thing but too simple is plain and boring.
I'll need to see some convincing examples or arguments about what the current slot system can't do for this to have any weight.
2 - reduces number of some technologies, such as miniaturization, and mount sizes, spinal med, small, point, etc. (not a huge concern until more technologies are developed) but i would say a deciding factor in the long run
Not enough technologies in general, or not having any in-game concept of any of those examples, are not a problem. We can have plenty of other things for players to think about.
3 - size relationship , dose a small laser take as much space as a whole colony, does a fleet of fighters take as much space as a plasma cannon, a battery of missiles take as much space as sensor array etc. (biggest flaw IMO).
I don't see a problem...
1 - armor on the inside of ships thereby reducing the number of weapons/slots available, this makes some since balance wise but if armor is going to modify speed or something its an added penalty.
I'm not sure what your point is.
2 - lack of engines, ive seen this discussed and my argument for them is from a cost standpoint, take a colony ship for example, expensive to build outright reducing the quality of the engine can cut the cost on these types of ships, as well as transports if used, id like to see an inter-stellar drive and sub-stellar drive, this adds some diversity and tech as well as allowing one to opt for slower inter-stellar travel while getting a fast sub-stellar drive primarily for combat reasons and also cost savings.
We will have a variety of hulls available on which to base ship designs. These hulls will have various in-system and on-starlane speeds and costs, which will be appropriately balanced. Players will have options similar to what you suggest within this system.
ive reordered the slots and sub-divided them, allowing for various sizes...
We have no plans to add slot sizes. The simple one-slot one-part system keeps things simple. Unless there's a strong case for making it more complicated, we'll keep it simple.
the large strip of slots where the weapons are could accommodate, a spinal mount and a few smaller things, a bunch of small things or whatever combination, the large bay is for fighters colony pods, troops or a combination of smaller things. the green square is exclusively for hull armor, the large red is inter-stellar engine, small red sub-stellar engine, engine slots could be used for other things like the post above asks. etc
We have external and internal slots and parts, so there is a bit of that sort of variation and tradeoff. Different hulls will have different numbers of each.