This now begs the question....
why wasn't this picked up in Beta? A tiny ship versus a huge ship and their statistics don't really reflect on them. It seems the bigger ships don't have enough hull but then are almost or are as maneuverable as smaller ships. The Asp, Cobra and Python all have an agility of 6 and almost all have the same speed. The Python is 4 times larger than the cobra but only has twice the armour and twice the hull mass - what?
It's pretty confusing. How are things supposed to... equal against each other, really? What's the plan?
The Cobra and Pythons are generalists, so I would assume that they would be pretty defensive in combat style, the Cobra being fast and slippery as an eel (the freelancer's ship) and the Python being a rugged survivor (the blockade runner). The Cobra kind-of fits that style, but what about the Python? It's relatively fast, it's extremely manueverable for a ship that size, but it's certainly not very strong.
Also, what happened to armor? Is it even in the game? I don't seem to have any problems damaging heavy ships with weapons that have low armor penetration. HE Dumbfires should just sandpaper the hull of a Python.
If you wanted offensive fighting power (as in either blowing up your enemy or at the very least force them to flee), I would think that you would need a offensive combat-leaning ship, like the Viper.
I have a bit of fear that the entire balancing act is falling into a kind of self-made trap. Either we make small ships like Vipers or Cobras into irrelevant stepping-stones, or we risk turning all the large ships into credit-sucking bricks for masochists. It's hard to balance out everything, but I think a step in the right direction is first dealing with SCB's, and then decide: What's the purpose of small ships? Large ships? Generalists? Combat-leaners? Pure Traders? How will it all fit together?