Anyway, back to the side topic (the new topic?) of "Windows, in, Spaaaace!"
Seems to me the example of a 6G merchant going from the inner system to a distant gas giant is seriously flawed in a few ways.
It won't pay for merchants to make that kind of run, time is money and they save more getting the fuel from the port or dipping a lake.
Merchants won't have 6G drives, they cost too much and are of little or no economic benefit. Which of course means it will take even longer, and result in a lower speed I think, on any such pointless long trip to a gas giant.
And of course you missed the obvious. Any normal space trip by a starship taking longer than a week is going to be done by jumping. The longest trip is going to be to or from 100d.
Finally, you're looking at the equation backwards imo. What you should do is figure the normal flight requirements of the merchant. 1G for most, 2G for some, for a 100d trip. Then use that damage potential from micro-meteoroids as telling you the basic armor already included in a standard hull. If you don't think that much armor is realistic then you have to handwave a field effect for the hull that diverts such hazards. Which is really the simpler and can be applied to any ship. It's how I've always done it. A ship built with a 1G drive has a field effect (as long as the drive is functional and on) that is resistant against any impacts with micro-meteoroids. And yes, I figure shutters are pretty much standard as well, even on the Far-Trader greenhouse bridge.
Now military ships are a different beast entirely. They do often have 6G available, and will use it, and may even routinely make long range full thrust runs. But they also tend to not have big windows (there are exceptions), and tend to be heavily armored beyond the standard hull requirement (presumably including the big windows in those exceptions). So I wouldn't worry about that either.
I think it's all a wash really
