Ships should be strong but incorporate built in weak points that can be exploited in combat
I don't think I have one ship that strives for aesthetics before trying to exploit some niche strategy. I do have quite the catalogue of the latter though, fitting the strong with weak spots requirements quite nicely (maybe too strong). One old design in particular demonstrates this juxtaposition: Minerva - Medusa.
It may look like it's littered with beginner mistakes, but it's based around a 4 shield, 3 reactor and 18 crew module setup that recharges the shields faster than railguns reload. It is near impossible to get through the shielding without electro bolts and emp and it boasts 6 missile launchers at the back for consistent damage. The big weakness is the back. Any ship flanking it will be rewarded with one of the largest explosions you can get on 1,000,000 without purposefully spamming reactors for no reason.
EDIT:
Updated the guidelines, you don't need to try match bounty hunter ships for strength anymore
I think I might have exhausted my list of designs flyable by AI with some justice. I have way too many ships meant to veer away from the default range, either much closer or further, but never ever stay at it. Maybe I'll create a new ship as an exception to that rule here.
