Yeah, but the "quirks" (bit if a misused of that term as few if any of those results are quirky rather than full on flaws/benefits
) on a ship the players choose to buy are things they can evaluate before they buy the ship if they do their due diligence. I don't generally like the specifics of the table, but conceptually its fine. I would generally make repairing them cost more than they saved if they just throw money at it. Or, more likely, require some kind of adventure because that's what the game is about
When I think "quirks" for a ship, my reference is from
The Imperial Fringe, a classic traveller campaign/adventure. It has this example for the ship the players have:
Peculiarities: The major fault of the type S scout/courier is its air system. Although of respectable quality for life support, it begins to smell after about three weeks of use. Thereafter, the smell becomes increasingly obnoxious, and most crew members find the smell intolerable after six weeks. The problem can be corrected by flushing the air system, which operation costs Cr1,000 for parts and components. Temporary respire may be obtained (for about a week) by replacing the system's air filters (at Cr200). Both these processes also require a plentiful supply of breathable air. Instead, the entire air system may be replaced with a better model; it costs Cr70,000 and requires sacrificing one ton of cargo space.
This does everything I think a quirk system should do. It creates a problem that is interesting rather than dangerous. It has a noticeable but mild negative effect (effectively an extra Cr1000/month for maintenance) and a permanent solution with a real cost. And, importantly, it's all defined clearly.