Nope, they definitely don't, though, they just get treated like any other module.
In that regard, fill any empty slots you have with weapons, whether they're weapons, scanners or what-not, anything that can take damage. That's the only protection you can give yourself; increasing the pool of random modules that can be hit.
So, a couple things to note.
- If corrosive damage happens during the supercruise countdown (and lose control of the ship), it won't actually damage anything. That's a key principle of
how I did this. If you time things right, you'll never take damage when jumping
- Corrosive damage picks a single, random module and applies
all damage to that one module. That's why 20 or more is lethal when it comes to canopy damage.
If it hits the canopy, it's enough to one-shot the canopy.
- When you're transporting in the bubble, you're right, cargo hatch failure is the biggest risk. If you're in supercruise and get a cargo hatch failure, emergency drop from supercruise... it drops you out and damages you sure, but it cancels cargo being dumped. If it happens again while your FSD is cooling down, at least you can rescoop them.
- On that note, the most dangerous period when transporting corrosives is the journey in supercruise to the station, and when docking, for a couple reasons.
1. You can't "cancel" the damage like when jumping between systems
2. If you get interdicted, and your hatch fails mid interdiction, you can't do anything about it... submitting is too slow to prevent cargo loss.
3. If your hatch fails while docking... heh... yeah.... have fun with that.