You could get around the massive laser, tiny platform by limiting modules to equal or above a set Preiority Level.
Burger said:
You have to be very careful with cheap, stackable, multi-trait modules. I'd say that just one of them is worth 1HP. But buying multiple of them is too much. Maybe second or subsequent modules of the same type, should cost +1HP each? So first costs 1, second costs 2, third costs 3... etc. Apply to all modules as a building rule, not just the pint defence one.
I have to agree with this, you can certainly build some bristly monsters, or veritable hives of fighters. Also how do Carrier traits stack for the purposes of Repair and Replenish if I buy multiple hangers?
Some suggestions on the Station rules.
Drazi Stations.
Add in a Missile rack and perhaps replace the Solar Cannon with a (Heavy) Particle Beam.
Shadow & Vorlon Space Stations
I'd make the self repair modules mandatory, otherwise you could start getting into arguments about whether it should incur the costs double penalties.
In the show, the Vorlon outpost was originally disguised as (or built on?) an asteroid, would it be appropriate to add a module to prevent anyone firing on the station until it has revealed itself by firing (or doing something).
Shadow Stations
Can a Shadow Station use Hyperspace Mastery to escape? If not, would a module for it be appropriate? Certainly allowing them to enter a fight this way would just be rude.
Can a Shadow Station merge with Shadow Vessels to heal them? Or should a module be added to allow this?
Shadow Module:
Bio-drive module (hardpoints - varies depending on size)
The station loses the Immobile trait and gains Move 4" (may only be taken once, NOT affected by Superb Manoeuvrability). During the End Phase after adrift ships have moved, the station may make upto a 45º turn and then move upto 4" in a straight line. The station may still be the target of Mass Drivers.