MongooseMatt said:
As a quick note, we have made the decision to keep missiles at 4D (though the nuclear option will remain at 1DD).
That makes sense for a civilian setting. The nuclear missile is a doomsday machine, a single nuclear missile can destroy a Scout, but you can't really have them.
But in a naval setting, where you regularly throw around nukes, everything but nukes will become irrelevant. I know I have left Core far behind, but HG will have to change as a consequence. A single Multi-Warhead Nuclear Torpedo (presumably also at 1DD) will do ( 1D × 10 - 15 ) × 3 = average 60 damage against Armour 15, far more than any bay weapon, and it will do it at Distant range.
Example:
A simple Imperial-type battleship:
200 kDt, J-4, M-9, Armour 15, 10DD meson spinal, 1662 laser turrets, GCr 124.5
An equal cost Torpedo battleship:
220 kDt, J-4, M-9, Armour 15, 130 large torpedo bays, 1550 triple missile fixed mounts, GCr 123
At Distant range the Torpedo ship launches a salvo of 3900 MWN torpedoes and 4560 Nuclear missiles. The missiles are halved every 5 rounds, so 25% arrives or 1140 missiles. At that range the Meson spinal can't return fire, even with a range upgrade.
When the missiles arrive the meson ship uses its 1662 laser turrets for PD. With good, augmented crew:
PD torpedo: 2D +2[three lasers] +5[skill] +1[sub-command] -2[multi-warhead] -8[difficulty] ≈ average Effect 5 kills 2 torpedoes.
PD missile: 2D +2[three lasers] +5[skill] +1[sub-command] -8[difficulty] ≈ average Effect 7 kills 7 missiles.
1140 missiles are killed by 1140 / 7 = 162 turrets.
The remaining 1500 turrets kills 3000 torpedoes.
After PD 900 torpedoes and 0 missiles attacks. Each torpedo does average 60 damage for a total of 54000 damage, doing 37% damage to the meson ship. The third salvo finishes off the meson ship, without it ever having the chance to return fire.
Note that I didn't even have to play tricks to consolidate several turns worth of missiles arriving in the same round to easily kill the meson ship...