- Edited
 
... or why new players' ship are almost always terrible.
1. Power and Ammo production placement
In basically all sci-fi setting power / ammo generation is largely centralized however doing this in Cosmoteer guarantees you an ineffective ship.
Due to the low storage capacity of weapons, high power / ammo usage, and very low through-put and high latency of crew carrying stuff without power / ammo production being basically right beside the things that use them most parts will not be operation most of the time.
2. Shield and Thruster placement
The shield and thruster exclusion zone gives the impression that they should be placed at the edge of a ship. However this is very rarely a good idea. This is due to the shields and thrusters need almost direct power or they will be largely ineffective (see 1.) and placing them on the edge of a ship wastes surface area (see 4.).
Internal facing thrusters (most importantly reverse thrusters) are counter intuitive and almost necessary.
3. Crew placement
Similar to 1. it may be expected that crew quarters should be placed centrally. However, crew are slow to respond to supply requests, so again a ship will have many of its weapons and shields at the start of battle go non-operational due to the time crew take to wander from the crew quarters to where they are needed.
4. Ship shape (or the tyranny of surface area)
With the exception of railguns all other weapons require large amounts of surface area on a ship to increase its firepower. Many traditional sci-fi ship shapes have too low frontal surface area to be effective with almost all of the current weapons. This leads to the prevalence of wall shaped ships.
The flips side is that ships that aren't walls having a huge amount of internal space that there is no good use for. This leads to it tending to be filled with armor (ridiculously slow ship), crew (ridiculously expensive ship), random stuff (more wasted credits), or, the 'correct' counter-intuitive way, left empty (which typically looks terrible).

