you seam to be failing to grasp the concept, that in a game verse where man is traveling the stars, and leaving a planet is a trivial matter, that some fundamental problems must have been solved, the main one being having huge amounts of finely controlled thrust that can hold your station without orbit while countering gravity, allowing you to keep a relative position to the planet at 0m/s.
this would mean even large ships have massive reserves of highly efficient thrust.
can you imagine the reaction if you could take an Airbus A380, or an Antonov 225 back in time just 110 years to the early part of the 20th century, and asked the early pioneers of aviation who were pushing the bounds do you think they could fly, yet ED is set in 1286 years time.
There's no failing to grasp anything going on. The game isn't a realistic simulation. There are thrusts in the game even that aren't even self-consistent simply for the sake of gameplay.
There is still the suspense of disbelief that has to justified by gameplay. I posit that ships the size of an anaconda able to go toe to toe dogfighting against ships a tenth of it's size or smaller, that this suspense of belief is impossible and it hurts gameplay.
It's the hurting gameplay that is the real issue. Arguing to fix hardpoints so that fixed weapons work better on these larger ships is the wrong way to approach the problem. The problem is that you're thinking about putting fixed weapons on these ships at all. My argument is that the Gameplay is better served by making the ships slower and focussing large ship combat around turrets (and improving how turrets are balanced and introducing the escort mechanic to the game).
That means as a player with access to all these ships, i now have better, more intuitive choices to make on which ships i choose for certain activities and which loadouts i choose on them. Diversity improves gameplay. The current setup is homogeneous, all ships are just fighters with slightly varying degrees of maneuverability (with the exception of a couple that have such horrible hardpoint options that they're not used in combat unless you're trying to joke around).
The bonus to all the gameplay improvements that would bring is that it makes better sense for it to behave that way. Less suspension of disbelief is always better for the game. But the suggestion is by no means anchored on this idea of making the game more realistic.