HRP's scaling with ship armour (with a multiplier for having better than lightweight alloys) rather than having a flat value would help immensely. Shields (and therefore the maximum effective boost from SCB's) are already balanced by only being able to equip one unit and having a more or less fixed value, so why not similar logic to HRP's.
Having more than just tanking or non-combat utility components available for combat ships would be great too. Extra ammo storage, enhanced targeters, sensor boosters, overcharge capacitors to boost energy weapons temporarily, etc.
Trading ships in the age of sail often ran fairly well-armed if they sailed through seas known to be populated with pirates. The pirates also needed enough cargo storage to make raiding worth the effort. The key difference between a pirate and bulk trading vessel was speed, especially if the pirate vessel was currently unladen.
Having more than just tanking or non-combat utility components available for combat ships would be great too. Extra ammo storage, enhanced targeters, sensor boosters, overcharge capacitors to boost energy weapons temporarily, etc.
Understood, but it parallels the same point. If you want to trade or do non combat activities, you are not going to be optimized for combat or pirating or .... Murdering. This is true in real life. Think of highwaymen in the old days or the 16 and 1700's in East and West Indies.
Trading ships in the age of sail often ran fairly well-armed if they sailed through seas known to be populated with pirates. The pirates also needed enough cargo storage to make raiding worth the effort. The key difference between a pirate and bulk trading vessel was speed, especially if the pirate vessel was currently unladen.