Unstreamlined and Weak Undercarriage quirks, Improved Life Support and Improved Communications quirks to balance.
Quirks do absolute zero for me, to be honest, I want something that if I drop the type on the table for playtesters, they're not turning the game session into debate club over whether or not the text says what the text says.
even if it's house-rules text and I had to write it.
Here's the logic behind why I did what I did.
1. Internal Structure materials. Unlike on an airframe, you can make this shit bulky (more points) because you don't have to thin it out for aerodynamic reasons.
2. Handling tweaks: it's not
meant to fly like an aeroplane, (hence the higher training cost-pilots can't go to ground school at a ground based school to get even the basic flight training on it-they pretty much HAVE to be null-gee and vac certified before they begin live-stick training, also thanks to how it maneuvers, they have to have more advanced techniques to handle negative gee loadings in addition to positive gees.)
3. Armor Scheme-the idea of it being built around the "Armored Components" scheme instead of all-over uniform unibody construction, is because it doesn't have to fight atmospheric turbulence but instead can focus on protecting vital areas because (again) you're not looking at minimizing bulk the way you have to with an actual
airframe.
4. Engine distribution: four locations because widely distributed thrusters gives you less burn time for more extreme maneuvers and facing changes, something you really
can't do with something that has to fight atmospheric turbulence and air resistance. (goes to handling)
This is counter-balanced by the fact that your propulsion can be hit from any direction, not just behind, since you're also not shrouding it by burying it in a fueselage, but instead putting it out there on a boom-arm in a nacelle. (also makes it easier to service and maintain, since it's your basic six-bolts-and-a-coverplate, only you don't need a forklift because it's in a null-gee environment at all times.)
5. No landing gear/grounding gear because you're not landing in an atmosphere, this thing can't do re-entry so you don't bother with the parasitic mass of an undercarriage at all-it's maybe got clamping points, if you're feeling spendy, because this doesn't
land.
It docks.
Because it can't be used in an air-to-mud role (Unless the target's on a moon or other airless body) the tactical use is pretty narrow-unlike the multimission flavor of an Aerospace fighter, this is more what you break out when you decide the Pirates don't get to
leave the way they came in-you're going after their jumpships or their dropships.
or both, and relying on the ground units to deal with the raiding force if it gets past you coming in-they might land, they might even beat the snot out of the militia on the ground, take the water purifier parts, but then...
They've got nowhere to go unless you arrange a ride for them.
THAT is the doctrine it's for=denying the enemy their transportation assets and trapping them wherever they are.