Well, you told me earlier, and I mostly kept that because... well, it gives them flavour. Though now you mention it I agree, I've boarded the gimp train long before this.
I think it's quite the pity that "ideal" designs are so obviously herded into just a few niches.
I think theres a bit more room than that. 3/5 vs 4/6 is an honest question, and I can see 5/8 or even 6/9 for specialized roles.
HNPPCs are a great weapon, but super-pricy compared to NLs and NACs. NACs have fantastic damage per ton, but less range - but maybe you go 4/6 and NACs, and figure you can use your drives to get your NACs in range? Also, if you make some ships fast, do you make them ALL fast? Whats the up/down on that? Unified fleet speed is a thing, but having SOMEONE who can run down a fleeing opponent/force an engagement has value.
Missiles are kinda iffy, BUT Off-Bore Firing, and later Bearings Only, give them concentration out of multiple arcs and unparalleled range. And hey, crit chance EVERY SINGLE HIT. Thats a thing.
Cornerposting is GREAT, until a more agile opponent parks on your nose or tail and wont get off. And if you are a classic cornerpost, your blind off your nose and tail. What price Firecon Effciency? Maybe you move your AAA and PDS onto fighters and PDS Smallcraft?
NGauss are inefficient in damage per ton, and worse in cost per ton. However, at least at this table, they share the armor-piercing performance of missiles, and unlike missiles, they cant be shot down and you can ladle on ammo forever. Maybe you want to hold the range open and keep shooting till the golden BB pops your enemy's CIC? Might be sportin.
Cargo is always an issue, as well. Even a 5% Cargo Fraction HURTS, but without it, your either staying near home or relying on fleet train. And maybe you want to jack it up to 10% or a bit more, slap on 5/8 drives and a LNCSS so you never ever get in a fight you didn't choose, and go on a 5 year mission to visit EVERY RECHARGE STATION IN ENEMY SPACE. Or maybe you just want the range.. and not even much speed or SI... because your a 1/2 boat intended to come in on a high speed ballistic pass and fire off 50,000 tons of missile ammo bearings-only on your enemies high value infrastructure.
Just thinking about that last one gives me the shivers.
Now, for 'death duels at a given C-Bill Budget in a box', 3/5 150 SI is probably the way to go. But what I keep hoping this exercise drives home is how much 'Fight to the death in a box' is really.. not often a thing a real military faces, however so much wargaming makes us focus on it.
I will say this. Every ship I've designed for NPCs is, in my opinion, as optimized as I know how to make it
for the situation facing the nation that built them at the time they built them. The CC 4/6 Cruiser is a 'leave me alone' threat, designed to buy them time to build a real navy. The Quan Yins are jack of all trades ships that will be the battle-line for now and the backbone in the future. And the TH Cruisers are designed to try to replace multiple TH ship classes with a single, cost-controlled design, so the TH can spare enough money for R&D. More even than the other two, its a 'peace' ship, as the TH is unlikely to get in a real shooting war with anyone, and their navy has a lot of work to do that isn't Jutland.
Now, if I were designing ships for a nation in an every-turn-death-match for its survival, that are expected to sail off, fight to the death, and be replaced, turn after turn - IE the 'Wargamers Navy' - Id still have questions. Am I playing offense or defense (goes to cargo fraction, troops carried)? One big fight or lots of little ones more probable (goes to sensors and speed, also hull count vs hull size)? Whats the enemy armed with? How much armor (Can I outrange him and hold it? Can I charge under his guns and make him hate life with point blank NAC/40s? If his armor is thin, can I boom-and-zoom with a NAC -Nose Overrun monster? Or will he fall to fighter swarms cause his SI is low and armor thin?)
So... yeah. I expect we will still see a lot of variability for a long time, and all it takes is a change in the galactic political situation, much less technology, to change what the 'ideal' answer is.
If anything I'm doing as a GM is making you think there are only a handful of 'ideal' approaches, either I'm sending the wrong signals, or those signals are being misinterpreted.