Personally I would have liked to see slightly better modules and more engineering on those pre builts. Something actually useful for many players. As they are now I don't think many will be interested in them outside the occasional noob.
That's largely the point I think.
The Ships need to be useful enough to get new/returning/existing player's foot in the door and experience said scenario with a reasonable level.
Then proceed to fine-tune, Engineer fully and alter it to be what it needs to be.
So instead of time>experience>enjoyment, it's going more like experience>enjoyment>time.
My Friend recently picked up the game, he played briefly over an Xmas holiday a few years back to started a fresh.
We wanted to get into AX combat with him, but he didn't have combat experience, nor the ships/funds.
Three weeks in, he's finally got an AspX with A-rated modules and has the hang of RES.
He still needs to do Engineering, gathering the necessary Materials for that and the unlocking of, and then earn more for the next Ship, A-rate those and rinse/repeat.
Yep, something we've all done and I've done some Engineering of course, both on this current system and the Legacy Engineering, 17+ fully Engineered Ships with their own modules, and then some Legacy/unused Engineered items in storage. It's something I'm not against, having done it myself.
However, for a foot-in-the-door scenario like what's on the table, I envisaged a Ship with D-A rated components that have some G1 (up to MAYBE G3 in a few other areas) Engineered items.
The loadout/Engineering not being completely optimal, so they still have enough to work on in the future, but enough to get started and enjoying the ventures. Aside from the G5 DD on the Chief, it seems like FDEV are looking at it with a similar approach.
That's my take, at least.