That could be true with careful design. FDev got to sidestep this pretty neatly with ship models that are fairly simple with all the weaponry/functionality hidden inside but RSI have gone for crazily detailed models complete with all sorts of protuberances and appendages that are now turning out to be purely cosmetic to balance things
And, as mentioned, they have these strange ideas about all kinds of gameplay that should take place inside those ships — repairs and parts replacement and whathaveyou — seemingly without any consideration as to whether the actual dynamics that are supposed to put that gameplay into effect will be able to do so.
Never mind the whole ejection or evacuation process — how long does it take to kill one of those ships where the crew is supposed to be able to run around and restore systems mid-fight? Even if the intent is just to do it
post-fight, the question remains: how long will that take, compared to, say, the other guy showing up in a second, fresh ship, and blowing up whatever was left from the first fight? The way CIG has decided to create its gameplay, the actual ship design
must be not just secondary to the creation of those core mechanics, but
tertiary to both mechanics and a number of balance passes. There may be some tweaks towards the end where the designs can be locked in and decorated in more detail, but up until then, anything more complex than basic grey shapes is just a waste of everyone's time and effort.
Either they will have to (pretty much completely) redesign the ships to match the balance and gameplay intent, or they will have to throw out the gameplay to match the balance and design intent. Leaving the balance to last isn't even an option because that will make the unbalanceable.