We had enough issues with gaming the xp tables (firing minimal dice at ships to just hit thresholds, so that two or three ships could wrack up xp on a single ship) that we tried playing as if all ships were the same pl as the scenario. It really kept the xp stacks from getting out of hand.
Another solution was to only allow one roll on Extra Duties per turn, but we ended up with patrol ships with large stacks sitting around being new location generators. And it did nothing to solve the issue of the super refit stacks on the occasional stealth 5+ Vaarl.
We thinking of just flat limiting how many 'table bonuses' any ship can have, or generate, forcing xp to be used more for repair, crew and re-rolls. I mean at one point I had a Xaak with extended range on all it's guns, extra DD, extra AP, extra hull, extra speed... virtually every refit it could have but the fighter bay... It was a War level ship that masqueraded as a Battle hull.
Oh and I made something like 80 RR off the Other Duties tables in one turn as well... league fleets have some advantages there.
Ripple