A fully automated ship doesn't shouldn't a bridge, even if the text says so...
Where the language gets wonky is "must have a bridge that contains basic controls, communications equipment, avionics, scanners, detectors, sensors and other equipment for proper operation of the ship."
Which is fine, so you could argue that even without a seat, you need the list above (at least to function independently) - but if all those things are required, then the cockpit at Cr10000 versus the smallest bridge (you could, twisting words a bit make a 'small' 3 ton bridge at half cost - Cr0.25, if you accepted the DM-1) cost, then, well it's not the chair we're paying for but the stuff around it... so a pay-as-you-go set of controls like for vehicles instead of a 'buy this set' for 'bridge' and 'sensors' approach would be more flexible - and easier to robotize (is that a word - spell check red lines didn't trigger, so I guess so).
Anyway, clamps works as well. Only one part of the ship is a ship, and everything else is a bunch of 'not-ship-things'* attached by a Type I or bigger docking clamp.
Still, we're looking at edge cases here. In general, HighGuard works well. It's fun enough to build ships as a mini-solo game and there are no real gaping 'well how does that work?' issues (a.k.a. I can spec them out with Excel magic). I am currently fighting though the tears to spec some vehicles and still not sure if I have them right - not having fun.
*General constructions rules were thrown into the Drinaixan Companion, but they could use some work. Less than a build-up-from scratch FF&S system amount of work, but still, they could benefit from a better fit and more general distribution.