So that was 23 missiles to get it down to about 50% hull after we'd used a shield grenade to help with the ship shields.
40-50 man-portable rockets to do the same makes them less powerful than other small arms against vehicles--and not terribly far off punches and pistol whips--which is still unbalanced, just in the opposite direction than expected.
They probably kept the APV value of the rocket launcher low to keep them from being significantly damaging to ships. Hopefully they don't allow corrosive on small arms. Something to test in later phases.
This would be a viable way to make it all work nicely, and the one I'd hope FD goes for. While it could be said this would basically make ships invulnerable vs dirtlegs outside settlements, it is also moot as the dirtlegs are rarely going to be elsewhere. Unfortunately, we haven't seen any signs of this route being taken and have only received direct indicators that FD intends dirtlegs to endanger ships directly. Else, they wouldn't have told us about grenades (of all things) being damaging to ships.
We have some of this with the ability to enable or disable settlement anti-ship turrets, but it's entirely binary (they either work or they don't), features little in the way of interaction or depth (though it's a start) and the anti-ship defenses that settlements have haven't changed since 2.0 and are completely impotent against more potent ships.
In EDO I've failed a few missions after forgetting I was wanted and not disabling the turrets before trying to leave on a shuttle, but it was usually pretty close. If those anti-ship system struggle with an Apex shuttle, any Engineered combat vessel will be able to categorically ignore them.
I'm still hopeful they'll sort out and expand upon some of this stuff, but the main game could have used a comprehensive balance pass before they tried to integrate all this new content. Incongruities have been piling up for sometime and a only going to get worse if they are decisively addressed.