Star Trek Online generally had it right, where big huge ships with slow turn radii can shield tank all day but must run turrets and weaker, wide-arc beams that don't do as much DPS. So they are relegated to a support role where they are either carriers or they extend their shields to teammates and do repair actions on teammates. Meanwhile smaller ships that can turn faster generally have weaker shields but much higher DPS. They come in for attack runs against bigger ships, then bug out and recharge shields whenever they get depleted. Two or three combat escorts focussing on a big ship can melt through even the tankiest hull, generally, but by itself a single big ship can take out a single combat escort.
What I experienced with the Clipper was a big ship with the weapons layout that belongs on a fast-turning fighter, but the shields of a small cargo transport! Meanwhile a Vulture could have virtually the same shields but is much harder to hit due to small size and maneuverability, extending its life.
I'm not advocating FD copy STO's dynamics but really, in some respects they just make a lot of sense. Unless you're in a ship that turns insanely well, why would you ever have weapons that have such limited firing arcs as a fixed weapon? Why would anyone design a large combat ship with weak shields? Just don't get it, but I guess I'm not the game designers. I would like to understand the logic behind their thinking but in the end it's just a game