damkiller I'd rather have @Astrum look at this. Diags are somewhat 'his thing', I haven't experimented with diagonal prisms as much as one would expect and I'm rather inexperienced with small(er/ish) ships.
Timmy Possibly because damkiller sent that ship and he keeps telling everyone about his progress, so I felt like he should've know about that beforehand.
darkdragon396 Guess you should have to take a look in the guide section, most of the following issues could've been prevented rather easily.
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A large cannon only needs 1 and a half ammo factory, while normal ones need the other half of the second one. You wasted two ammo factories in each cannon module
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Reactors can power more than you'd expect. The weapon module below could get powered by a single reactor and a power storage, having one reactor on each side makes for better shield recharging tho.
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Crew quarters have a way better cost/(crew )space ratio than bunks. only use the letter when you can't fit quarters or really don't need the additional crew.
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Placing reactors next to each other will result in both of them exploding when one gets destroyed.
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The entire section gets destroyed when a nuke factory or loaded launcher (but the center one) explodes.
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Try to keep the way crew has to walk as short as possible. It's slow and can't carry much at once.
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Using too much armor will slow your ship down as well as making it more expensive. Having some layers of armor on the outside usually is a good idea, you really shouldn't overdo it tho. Using 2x1 armor and arranging it like the bricks in a wall or spacing your armor with structure is a good way to increase armor efficiency while keeping the cost low. (Note: armor spacing needs some experience with bullet behaviour and has only limited protection value. Armor interlacing is more effective and better suited for the outer hull, but doesn't really make your ship lighter or cheaper.)
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Try to keep the number of crewmembers in a single module/compertment low. They are costy and slow each other down. Corridors allow them to move faster btw, so you might want to use these to speed your crew up.
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Nothing I haven't mentioned before, just know all three sections should run on the same reactor and use two quarters at max. Also feel like mentioning that double rows of structure are ineffective at short distances.
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It's best to keep the number of reacors (in the same module) as low as possible without having everything lack power. Reactors have the highest cost for their size, deal quite some damage when exploding and usually are your ships biggest weakspots.
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Keep in mind fire extinquishers can't be used to fight a fire when already destroyed. Make sure you have some away from any explosive parts to extinquish fires if those blow up.
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Try to have deadzones overlay as much as possible, this will reduce the space effectively blocked by them and maybe allow you to place some more parts.
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Clustered reactors, too much crew
And finally a modified version, simply 'cause I had nothing better to do:
Might make for a test ship, wouldn't mind you using this one for whatever-you-intended-to-do-with-the-original tho.