Look At Them! I Tested For Maximum Efficiency!... For The Most Part.

Quick Rundown:
Module 0:

The core of the ship.
Module 1:

A basic cannon. Don't underestimate it's small stature: It almost fires like a machine gun!
Module 2:

A double-layered shield extra useful for soaking damage.
Module 3:

A missile launcher which fires kind of slowly. I had to get creative with it's shape, as I was optimizing for maximum fire rate.
Module 4:

The heavy cannon module. Does not disappoint me too far in the sense it has an acceptable firing rate and run time.
Module 5:

An Ion beam emitter, useful for serving as a front of the ship and general ranged chaos. Just don't expect Jetharlevels of Ion laserage. (I guess that's a word now?)
Module 6:

A simple engine design, but it could possibly run for a LONG time.
Module 7:

Need Electrobolts? We got you some. I tried to use Storages on the energy weapons, but- PLOT TWIST- They use a lot of energy...
Module 8:

A laser for lighter artillery. Unfortunately a similar cost to Module 7.
Module 9:

A Cheap Radar. I really like how it "Blinks". Of course, you can slightly re-arrange it so that it operates normally, but where's the fun (And Low Cost) in that?
Module 10:

To complete our collection: Point Defenses! It's a great platform for thwarting heavy barrage attempts!... And Module 3.
There they are! The cheap but operating Module Collection! Of course, however, they'll need modification and specialization for specific challenges, like extended use and such.