Swagfather_6Nine
The first ship:
Several pathways can be shortened by moving some doors, slightly increasing electro-bolters' uptime.
But it'd still be a pretty long walk from reactor to them. Guns will still go offline often. This can be solved by shuffling the internals to move reactor closer to ship's primary energy consumers:
Now that the walk is much shorter, the same amount of crew supplies the guns well enough to allow them firing constantly.
I've also assigned some of farthest crew into operating electro-bolters and the control room, so there are more free crew closer to the reactor. And added a fire extinguisher to survive stray cannon shots.
The second ship:
Again, you want production as close to consumers as possible, and crew as close to production as possible. A shield 7 effective tiles away from a source of normal size batteries is unlikely to be refilled in time.
I've split crew into two roles - one supplies the guns, another does all else. And removed point defense 10+ tiles away from the closest energy source - it's too hungry on energy to work well not adjacent to one.
By the way, the farthest forward thrusters are to the sides, the more they contribute to turning.
See also:
https://forum.cosmoteer.net/d/7783-cosmoteer-ultimate-ship-design-and-part-guide
https://forum.cosmoteer.net/d/11843-introduction-to-crew-management
(Don't necessarily have to read everything at once, may be overwhelming.)