If missile salvoes could crit, they would always automatically deliver the same crit punch as dozens of crits from any other weapon system. And they would do it from Distant range, long before any other system (but Long Range Particle Beams) could return fire.
I think we are both in agreement that a single attack that goes immediately to Severity 6 is a bad idea with respect to preserving the effectiveness of huge battle ships.
I posted the missile example to paint it red, but the issue is the way you just use the effect of the roll-5 as the severity. Missiles add many +1DM because you launch so many, but it caps at Effect +11 regardless of the number, but it is not only missiles that add DMs.
A small Pulse laser bay does the same base damage as the missile.
The Missile bay launches 12 missiles. The Pulse Laser multiplies damage by 10 so they are within a few dice of each other (if all hit)
The LASERs are always multiplied by 10 regardless of effect, the missiles are only multiplied by effect and capped at those that get through.
The missile gets a DM of +12, ignores range but also Gunner skill. The LASER is affected by range but can use all the Gunner skill +aids.
The missiles can be jammed and killed by point defence. Lasers could be degraded by sand, but it doesn't reduce the multiplier.
The LASER gets to add the Effect to its damage greatly increasing it's chance to penetrate armour.
A quick fag packet calculation allows me a reasonable Gunner-2 with DEX(9) (DM+3), Gunnery Officer providing a Leadership (DM+1), DM+1 per 1000 DTon of target, Range DM-2, Pulse LASER DM+2. Firing at a 6000+ DTon ship I make the total DM to be +10 without any targeting aids. That means an Effect of 2D+2. With an entirely average roll of 7 my Effect is +9. As this is a LASER I add that to the damage before testing the armour. If only 1 point gets through (which even multiplied by 10 would hardly be noticed), the ship takes a Severity 4 hit. Severity 4 is crippling enough on most systems. A slightly above average roll or a slightly better gunner or some software and I could average the same Severity 6 hit which is such a problem for missiles.
If I have multiple bays my missiles get no more effective as they are all classed as the same Salvo, but with the LASER bays each one gets it's own chance to hit, and critical.
I was noodling a 300 DTon Asteroid Monitor with just 3 small Pulse Laser Bays. It could lurk dark in a gas giant and if an enemy capital ship of less than 10000 DTons jumped in, I suspect it could cripple it before the big ship even noticed it was there. The effect to cost ratio would be enormous. It would make large ships pretty much pointless.
The problem is not missiles, the problem is allowing the Severity to be a function of the Effect. Effect 6+ always giving Severity 1 rather than Effect-5 would solve that issue. You can still get higher severity with crits but only by hitting systems that have already been damaged. That sounds like an exciting space battle not "wow, one shot kill on the "Indefatigable, all your characters are dead".
If I want a torpedo to hit an exhaust vent and destroy the capital ship with one hit I can make that a story element, I don't want it to just happen by accident.
My point isn't that missiles should be great, it is that the system is broken as any ship can do crippling damage in one hit to a ship that otherwise vastly outclasses it. Any ship 10000+ DTons can be taken out with a 500D DTon ship. You could field 100's of such ships for the cost of a Dreadnought. Each gets a chance to one-shot kill it. Only 1 has to get averagely lucky, the Dreadnought has to kill every one of them.