This may seem over simplified, and coming from someone as demonized as I, it may just be ignored and pushed aside. Furthermore, these points may have been made earlier, but for the moment the thread is tl;dr mostly due to the arguing, so I'll cut to the chase.
tl;dr version: Exhack's system works nice, maybe widen weapon classifications, maybe add a super-structure scale in the SP chart, and don't be scared; we have tech mods.
Weapons: Weapon DR at the moment is fine in my opinion, aside from the super-destructive weapons such as those found on Iori, Sharie, and that big-giant Mishhu battleship with the transposition maw. Larger ships, such as capital ships, could use a higher cap on their weapons, maybe extending to SDR 10 for the purpose of delivering damage to large installations or battleships of similar class. Obviously, these weapons would not be run-of-the-mill, and could require the tech mods to, I don't know, do some work and review some specific systems that would have to be submitted as an individual article, as all new weapons and ship weapons should be.
Also, on the matter of weapons needing to scale to ship SP, that is fine enough... though, in cases of vessels like torpedo bombers and gunboats there should be a degree of flexibility which would directly fall to the tech moderators to apply.
Shields: I think our current system is semi-okay, sure the threshold thing is kind of annoying, but aside from that, the system works for the time being. As for things which counter specific types of shields; such as 'Subspace shearing beams' or some such in relation to 'Distortion Shielding', that is a simple matter of either reducing the threshold of the shield by a point, or, it could simply be a matter of doubling how much SP is shaved off the shield... or both, for that matter.
Structures & Hulls: At the very core of this debate is beefy ships. As the person who is likely the cause of much of this argument, it is time for me to chime-in.
As it stands, the structure point system is unable to account for larger structures such as stations, installations, and larger battleships without numbers that stand out as unique in the current setting. As it stands, Exhack's proposed system accounts for those numbers and applies a system of checks and balances which would make such structures easily integrate into the setting.
What largely contributes to the resistance individuals are having to large battleships is the implied 'Overpowered' nature of super-beefy ships in relation to the direction that the SARP has been going as of late in regard to (for whatever reason) scaling back ships and equipment to a lesser state of destruction or capability. Though, what is unaccounted for is the matter of 'beefy' ships being a flaw in and of themselves due to the sheer amount of time and IC resources which would go into such a monumental construction feat. An investment of time and resources which can easily prove to be a waste if pitted against a sizable enemy force which could easily render such a ship moot.
Though, such a thought as 'investing resources', invokes the notions of the current ship caps, and how they do not reflect the nature of the ships in which they account for. Simply dubbing something as a 'Capital Ship', leaves a broad ambiguity which allows for even entry-level Capital Ships to be counted as the same single unit as a battleship in the style of the Sharie for example. Such a thing leaves questionable gaps in the system. Though, I would think, a simple solution would be to tweak the capital ship system to accommodate for larger vessels by simply requiring that at a certain point of size, firepower, SP, and function, a Capital Ship would have to have additional point(s) allocated to it.
Example said:
Sharie-Class Battleship: 1 Capital Ship Allocation Point out of 100 per system.
20km Battle-Carrier @ 4-5 times the capability of the Sharie: 5 Capital Ship Allocation Point out of 100
Some may look at such an example, and wonder "How does that work out?" quite simply because in a theoretical situation such as that, it would take five Sharie to neutralize the single target with the capability of five Sharie... thus, it is a balance. Some may ask; "What is to keep it from becoming unbalanced?" and that question sits at the very core of this conversation, and at the very backbone of every woe that people have over technology in the SARP... and I'll tell you the solution behind it.
Setting & Technology Mods
If Setting & Technology Mods are entrusted to do the very task that they've been assigned to do, while of course being regulated by Wes since this is his sandbox, then in theory... none of us should have a concern so long as an active dialog is maintained between the moderator staff, and individuals which may have concerns, as well as with individuals submitting technology. Working together, all parties involved can undoubtedly find a compromise for questionable technologies, as well as for finding ways in which technologies can be integrated into the setting. Through such a dialog, many gripes and staff-related actions would be able to be avoided, and would promote better relations with players, GMs, moderators, and staff... well, in a perfect world at least.