So the trade off in going bigger/more massive is that armour starts getting thinner per ton, heat dissipation suffers, and your internal structure requires more mass. Would that be enough to make lighter designs more meaningful? As in, are their actual advantages in staying at the 100-300 kiloton range that can't be overcome by piling on more tonnage?
I like that structure plays more of a role in thresholding than armour. Oh, and in your weapon breakdown, where do Gauss Rifles figure in? With the PPCs?
Lighter designs would be able to be constructed faster, can be deployed to more locations, etc. Figure all the roles smaller ships serve today would be served by the smaller designs. Since they have more surface area per ton than larger vessels, so CVE would also be a niche role for them.
Larger ships are getting less protection per ton, but more protection for each percent of its mass allocated to the armor, as the surface area goes up slower than volume. The problem is their heat dissipation is getting worse at the same time. The small laser sniper ship would actually be a useful design, as it can dump all of its tonnage into a massive NL battery, using only the surface area for the weapons and a lot of Heat Sinks to keep the ship from cooking its crew. It also has a large engine to keep the single battery pointed at the appropriate enemy.
I'd put GR in with the kinetics, since you are slamming a solid chunk of metal into the enemy. It'd require a higher tech base for maintenance, so it would be used by the Star League, but only with difficulty by the Houses. It would also require both recoil bracing and heat sinks, but would have the advantage of lower mass needed for ammo (only clean H2 fuel needed, vs whatever NAC use).
Missiles would be classed as kinetic in terms of damage, but ranges would be determined by missile type. Launchers would provide a boost to missile initial velocity (as much as desired, so you could launch missiles from the opposite side, and they would do a 180 to engage). You could have short-burn missiles similar to SRMs, standard anti-shipping like LRMs, and semi-cruise missiles like EELRMs. Each one would have a different mass and range, and damage would be determined by either the explosive charge of the missile (great for damaging external or damaged stuff), or final velocity (for kinetic impacts). Final velocity will be a sonovagun to determine for each shot.
Ship hull arrangement is abstracted under the idea of going for a minimum surface area for ship tonnage, then adding more surface area after. I suppose you could have a little fun with math to give example designs as a result, but that would be mainly for art purposes.
Oh, for a sphere, that would have the worst heat dissipation, due to the low surface area:volume ratio. But it would have great armor protection.
For
ship purpose, that would be defined using weapon ranges vs ship accelerations. If you have 100:1 of weapon range vs ship acceleration, you'll see Jutland style battles where both sides stand off. If 10:1, you might see Trafalgar style, where both sides engage, but one can maneuver to cut the enemy wall. If 1:1, ships will be dogfighting.
You could also have sensor platforms (either small craft, Dropships, or disposable drones) trying to get better targeting on the enemy, while your own weapons and units are trying to deny such information to the other.
I imagine two battleships engaging each other, firing lasers, sensor drones, and missiles, while their Dropships are covering the Battleship from enemy missile fire and supporting their own fighters, while their fighters are trying to shoot down enemy fighters and sensor drones. A giant, glorious mess of two minds attempting to out-think the other with nuclear powered weaponry. Fighters loaded with anti-shipping weapons attempt a strike on a Dropship or even the enemy battleship in a calculated risk, and either get shot down on the way, thrust just a bit too much and end in the sights of unengaged anti-fighter weaponry, or manage to strafe and damage some of the enemy ship's surface equipment interfering with heat dissipation, communications, or thrusters, slowly affecting the whole course of the battle. Of course, if the fighters are lost that will change the course of the battle too.