I've done a bit of playtesting now with the d10 conversions; some things have turned out to be non- problems, and some to be major problems. Interceptors for instance- they can start at a fairly low value, 2 or 3- perhaps varying depending on the technology- because they have that many more chances to fail, too, and a lower minimum chance of success when they do.
Beams need, if anything, to be less powerful in AP rating to retain balance- that did emerge as a factor. It would fit the fluff, but not the game as it stands- although a Vorlon Lightning Cannon with AP +5 might at last live up to the legend.
I can't get behind a d12 (and I do have some large d12, and Wulf will be along to make a joke about my height any moment soon) because it would be such an easy transposition, I think it would lose the point of moving to a larger scale. 9s instead of 5s, 11s instead of 6s- all that would do is encourage d12 sales. To make it worth doing, and there would be a lot of playtesting to do to make sure it was right, you would need to use that room to differentiate ships' stats. On the d10 system, give a Bin'Tak hull 10, keep the Octurion at hull 9- but on the guns, give the advantage the other way, the Battle Lasers AP+4 against the Heavy Laser's AP+3 (Mag Gun's +4 though.). Bump the Hyperion to hull 8, give the supposedly more fragile Tigara hull 7. And so forth. Lots of testing required, which I for one would be happy to do.
As far as Hull ratings go at the moment, it's probably the single most important number in a ship's profile, but it's not the be all and end all. I pick ships for their total effect, the classic example has to be the Batrado- extremely tough, but guns? What guns?
If anything I admire Mongoose's boldness with the Drakh, not crowding them together at the upper end of the scale, and I would like to see more of the potential of the dice used, more 3's and 4's and 5's about the place- but as far as SFoS goes, it's too late. Look how the Drakh get creamed.