It's not broken. I enjoy flying my Anacondas for the different purposes I've built them. I also like using other ships in different roles. I wouldn't like a "balance" pass which just reduced the flexibility of my ships and constrained my designs. Gameplay is more important than imaginary shipbuilding constraints.
Gameplay shouldn't need to be contingent on arbitrary fiddle-factors though.
If you're playing, say, a racing game, you don't want the NPCs to be driving cars which have twice the horsepower, half the weight and take half the damage just to be competitive.
You want the game to be coded accurately enough that the AI is skilled enough to present a suitable challenge.
Same thing applies to ED in regard to almost everything from ship design to AI response and NPC ship-builds.
An NPC ship, for example, shouldn't need to be piled-high with SCBs in order to present an appropriate challenge to a player.
If you have consistently "built" ships, it should be possible for the game to accurately evaluate the player's ship and then spawn plausible opponents who, with sufficient AI, can present a challenge.
As I previously said, if FDev want to put in ships which are "aberrations", such as, perhaps, the Anaconda, the iCourier or the Viper 4, they can still do that, either by making the hulls thicker to improve armor, making it thinner to reduce weight or simply by adjusting the class of a given module to create the required level of advantage.
The "only" difference would be that we'd all know that every ship was consistently modeled and didn't rely on pixie-dust hulls or magical shields to provide an advantage.