Soulmage
Mongoose
DM. . . how was that for an obscure post title? 
Included in your houserules is the following modification:
Can I ask:
1. What is the intent of this change?
2. What effect has it had on the frequency of criticals?
You also have the following rule:
What would you think of combining these two rules into the following simpler approach:
My thinking is that using this approach no special rules are needed for Weak weapons. They will automatically be incapable of causing criticals on any ships with an armor value of greater than 4+
Do you think it still achieves the goal?
Also, on fires. . . you have the following:
I like the idea, but dislike the idea of adding an additional roll with its own unique rule mechanisim.
What would you think of the following:
I get the question all the time, "Hey, you wrote these rules. What do you think of X?" To which my response generally is, "Its your house rule -- do whatever you think would be fun!"
So I hate to find myself in the position of asking basically the same question of you. . . but I was just wondering how these rules would fit against the rationale that made you want to modify the rules in the first place.

Included in your houserules is the following modification:
Revised Damage
When rolling Damage Dice use the following system to determine damage and whether critical hits are caused:
If the DD roll is less than the target's armour value - no damage scored
if the DD roll is equal to the target's armour value - 1 point of damage scored, critical inflicted on second roll of 6+
If the DD roll exceeds the target's armour value - 1 point of damage scored, critical inflicted on second roll of 5+
Can I ask:
1. What is the intent of this change?
2. What effect has it had on the frequency of criticals?
You also have the following rule:
"Weak" Guns
In the current rules guns that are listed as "Weak" cannot cause critical hits. This is OK for hits by small guns against capital ships but is less satisfactory for gunfire against and between smaller vessels. Instead, allow weak 6" guns to cause criticals on hits where they cause damage (see above). They still suffer the -1 Damage Dice penalty. Secondaries are allowed to cause critical hits on any vessel with an Armour value of 2.
What would you think of combining these two rules into the following simpler approach:
Revised Damage
When rolling Damage Dice use the following system to determine damage and whether critical hits are caused:
- If the damage dice rolled is LESS than the target's armor value after all modifiers have been applied no damage is caused.
- If the damage dice rolled is EQUAL to the target's armor value after all modfiers have been applied, the hit causes 1 point of damage.
- If the damage dice rolled is GREATER than the target's armor value after all modifiers have been applied, the hit causes 1 point of damage, and will also cause a critical hit on a subsequent roll of 5+
My thinking is that using this approach no special rules are needed for Weak weapons. They will automatically be incapable of causing criticals on any ships with an armor value of greater than 4+
Do you think it still achieves the goal?
Also, on fires. . . you have the following:
Fire
Fire, whilst serious, appears to pose a risk only the crew and not to the ship itself. It is suggetsed that all references to "crew" are deleted and instead fires result in the chance for additional critical hits. Roll a d6- if the result is equal to or less than the number of fires on the ship the vessel takes another critical hit. Roll seperately for each batch of 5 fires (so a ship with 6 fires rolls once agsinst 5 fires, and once against 1 fire).
I like the idea, but dislike the idea of adding an additional roll with its own unique rule mechanisim.
What would you think of the following:
Fire
Fire, whilst serious, appears to pose a risk only the crew and not to the ship itself. It is suggetsed that all references to "crew" are deleted and instead fires result in the chance for additional critical hits.
When making damage control checks to extinguish fires, any natural rolls of 1 result in the possibility of critical damage. Roll 1d6. On a 4+ (or 5+ depending on how playtesting goes with regards to frequency) the ship suffers a critical hit.
I get the question all the time, "Hey, you wrote these rules. What do you think of X?" To which my response generally is, "Its your house rule -- do whatever you think would be fun!"
So I hate to find myself in the position of asking basically the same question of you. . . but I was just wondering how these rules would fit against the rationale that made you want to modify the rules in the first place.