Taorec I actually like this guide. Even without multiplayer/pvp, this sort of information would help steer new players towards workable designs as well as teach them some basic design techniques.
As for roles and tactics, you forgot about diagonal designs. Frontal assaults are also vulnerable to well-designed broadsiding ships that can turn to show you a fresh side whilst your front is starting to take damage/shields go down.
As for design principles, you have to note that large ships tend to have sufficient firepower to plow through any amount of defense to reach a weak point compared to smaller ships. For smaller ships, weak points can actually draw fire to shields/armor and actually be beneficial in keeping smaller/cheaper modules alive, at least against the AI.
Shield towers are also a thing and making isolated compartments/sections is very valid for large ships.
Corridors allow crew to walk faster than through anything else. Traffic causes slow downs. Crew seems more and more intelligent about their use of moving walkways if you're good at placing them.
I've also found that front-firing missiles are much more deadly. They are more predictable for PD, but they move very fast when the target is in front compared to side missiles. Side missiles are very dodgy, but they also have poor accuracy and tend to circle enemy ships and hit behind them or on the sides (which may be a viable strategy).