Time for some space love:
Positive Quirks
Boosted Collar Capacity (XXX ktons)
This Jumpship is fresh from the shipyard and its Dropship Collars are far more capable than average. Each collar has a tonnage limit that is higher than normal. (Primary use for this is in the Primitive era, where Docking Collars had lower capacity. This quirk would allow for Jumpships with better capacity for their time.)
Since BT currently has Dropships up to 100 ktons, this is also useful for providing a starting point that the passage of time will erode. So a brand new Merchant might have a 140 kton limit per Collar, but lose 5 ktons of capacity every 6 years without a Factory overhaul (there would be a minimum capacity that the crew could keep the Collar from dropping below). So in normal operations it would be able to go 48 years between overhauls, but then the Succession Wars started, and the waiting list kept getting longer.
Efficient KF connection (XX%)
This Dropship design is known for being easier on the carrying vessel's KF systems. As a result it is treated as a smaller size in terms of what the Jumpship can handle. This trait can wear down over time.
Using the example above, a Scout Jumpship with 10kton limit on its collars cannot normally carry a Mule. But the Mule Dropships built by Aeternus Industries have a special modification to its internals structure, causing their Mule Dropships to be treated as only massing 9,000 tons. Since this modified tonnage is smaller than the Docking Collar's limit, it only needs 1 Dropship worth of energy to jump, and can do so normally.
This trait is often found in new or experimental Dropships, and allows for rapid expansion of shipping capacity in areas with lower-quality Jumpships. Care has to be taken where the Efficient KF Connections and Limited Collar Capacity eventually pass each other, causing the complete shutdown of shipping capacity.
Flexible weapon mounts ('additional arcs')
The weapons mounted in this bay of a Warship are capable of firing into one or both of the adjacent firing arcs.
Sturdy KF core (X)
This core can be charged in less time than usual. It gets to ignore one or more points of penalty for rapid-charging a KF core.
Negative Quirks
Delicate KF core (+XX%)
This core needs extra care and as a result cannot be charged as fast as a regular KF core. The time required to charge the core is increased by a percentage.
Limited Collar Capacity (XX ktons)
This Jumpship (or Warship) has had issues with its Dropship Docking Collars, and any Dropship over X mass counts as (Dropship Mass/X, FRU) Dropships for carrying capacity purposes. This means that if a Scout Jumpship had a limit of 60,000 tons for its collar and a Behemoth wanted to jump, it would not be possible. This is due to the Behemoth Dropship needing 2 Collar's worth of energy, but the Scout only has enough for one collar.
I.e. if a Docking Collar had a limit of 10,000 tons and there was an Overlord attached, there would not be a problem. If there was a 11,200 ton Mule attached, that Jumpship would need to allocate 2 Dropships' worth of KF charge to carry the Mule. If there was a Mammoth attached, that Jumpship would need to allocate 6 Dropships worth of energy to Jump. If the Jumpship does not have the necessary energy (i.e. an Invader trying to carry the Mammoth), then the Jumpship cannot Jump with that Dropship attached.
This trait can be given due to a problem with the original design, or due to wear and tear over time. This trait can even affect different collars at different levels. So you could have a Merchant Jumpship with one collar rated for 50 ktons, and a second for 20 ktons. If a Mammoth wanted to dock, it would have to use the 50 kton Collar, and the energy that would normally go through the second collar would instead be reserved for the first collar.
Poor KF connection (+XX%)
This Dropship design is known for causing issues with the mounting ship's KF field, and as a result is treated as a larger hull than normal. So a Mule might only be 52 ktons normally, but with a poor KF connection it needs 20% more capacity, for a total of 62,400 tons. If the Dropship Collar is only rated for 60 ktons, then the Mule would need an additional Dropship worth of energy to be able to be jumped.
Restricted Weapon mounts (X)
These weapons are more restricted in their firing arc than normal. On a roll of X+, the weapon is not able to engage the selected target that turn. This roll is only made against the first target selected.