damkiller (REvenger ) Actually, I use mods and also give feedback on modded designs as long as I get a list of the mods used and they work on my toaster.
I've spotted SW:ACD, 40K, Kroom's and ABH so far, but one is missing.
(On a side note: Offense is the best defense, but you'll still need some defense to avoid getting your offense crippled. Might be I'm blind again or something, but I can't really spot any proper defense on that design.)
PS: I'm alive! I think...
Loumardes I haven't upgraded to 0.15.3 yet, due to still waiting on a good bunch of mods, so I can't do ingame tests for now, but last time I checked large thrusters had a higher cost-efficiency than medium ones. Thuster efficincy is also dependant on their distribution, outer ones are better for turning than forward propulsion, which makes me wonder why you out your thrusters that far away from the center of mass, as the normal cannons work better on close to mid range and the railgun is too small and exposed to be a reliable main weapon.
Regarding weapons, the railgun is highly dependant on the other weaponry to get through the defenses of a properly defended enemy and could really need some EBs.
Normal cannons are a reasonable choice for this design, regarding size and price cap, but you might consider whether the dps of large ones wouldn't be better for engagements with ships of similar or larger size.
Dual shields are common practice for cannon placements, but you forgot to add a secondary shield or frontal armor to protect them from penetrating shots. While it'll only cost you like one shield generator against equally sized enemies once the shields go down and the power storage is empty, anything using large cannons or railguns has the potential to deplete a damaged shield and hit the shield generator in one go, which will cost you the shields way sooner.
While compartmentalisation is getting less important with the new features, it also helps with keeping supply paths short, therefore reducing the amount of needed crew. The medium thruster sections in the lower corners for example appear to take quite some crew to continue running, just as the pd next to the cannons.
Even tho it's rather unnecessary to point out on this design, it's never a good idea to put your CR(s) close to explosive parts, as loosing those might aswell cost you your CR too. In this case, you have as many CRs as reactory, so you're doomed anyway once the reactors are gone.
On a side note, missiles have a tendency to hit the back of your ship, so anything not getting hit by the flak will likely eat away at your thrusters or railguns.
Loumardes load of empty spaces and I dont know how to use it
It's usually a good idea to leave any free space empty or use it to reduce the size of your ship (-> give the enemy less space to attack). If you still have some money left, you might aswell consider adding thrusters or a sensor there.
Loumardes flak is as well supplied with 1 ammo than two
I rarely see any more experienced designer waste the extra money (5k was it?) to keep the first ammo factory from running dry. It's the same with all other weapons, having them fire continuously is rarely needed and almost never worth it.