Starships: Crewing, Engineering, and Auto Motion
Speaking of abuse:
1. Ship systems with varying automation can be installed on the same hull, there's no logical reason this cannot be done.
2. Coincidentally, scoutships have ten tonnes of jump drive, two tonnes of manoeuvre, and four tonnes of powered plants: well within seventeen and a half tonnes, so that's a hefty discount if applied.
3. Jump drives may be the least used hardware onboard a starship. if you assume that at most they'll be used every two weeks, and activated only for a round, which would average out to between two to three hours annually; you could assume there's increased wear and tear during those two hours, which is why the yearly maintenance cost is comparatively high.
4. In theory, you could have one engineer really mother a seventeen and a half tonne jump drive for six minutes, and then get an hour break to compensate for that accumulated fatigue.
5. The most important piece of engineering would be the energy sources; you could split those into two, one set powering life support and basic ship systems, the other turned on when you need to activate the weapon systems, and the afterburners.
6. A forty percent discounted hull might only have manual doors; not really an issue for airlocks, but might be for cargo hatches and landing struts.
7. I'm pretty sure someone can bring along a portable battery powered can opener.
8. You could hire interns, or even cabin boys, for the now drudge work.
9. Marines like standing around: have them open doors.
10. On the bright side, besides the cost savings, difficult to hack the spaceship.