I already made my opinion known on assigning hit point values in SARP. I think it's carrying the system too far - especially considering the nature of our community being a forum-based one and as a freeform roleplay.
I'm going to steer the discussion away from hit point values on people now. It'd be nice if the rest of you kindly followed suit.
To answer Nashoba's previous question, as far as starships went I thought things would turn up fine. In my opening posts, I already elaborated at length on that and there appears to be plenty of variation there.
If we pick a more familiar example the Plumeria-class which you Nashoba are greatly familiar with your Aeon, you end up with:
One Anti-Capital Ship beam weapon,
Two Anti-Starship frontal railguns,
Four Anti-Starship turreted cannons,
a bunch (11?) of Anti-Mecha smaller turrets.
...eww. I can't help but feel the Plumeria is a bad example now, seeing how it's overarmed for it supposed to being a big-single-gun-speed-demon, but I'll keep going.
The Aeon with that has a single large weapon capable of delivering major hurt to capital ships considerably larger than itself. It also is liable to be extremely damaging to other starships more within its size class. It's a beam weapon, so, it travels space quickly and it doesn't require anykind of ammunition.
The positron railguns are the secondary ship-fighting-oomph the Aeon has. Any good hit from those could deal sizeable damage to an opponent (akin to how a human hit with a knife would be hurt - flesh wounds in some places, graver wounds in others, and potentially fatal in choice spots). The weapon is mounted so it has a focused front firing arc. It's ammo dependent and that means limited shots, but that probably means more power that can be focused to other systems.
The anti-starship turrets pretty much have the same role. They just swivel and turn. Personally, I think they don't belong on a Plumeria gunship as they throw the credibility of the other weapon choices out of whack... but I'm not the one whom approved of it (I think the only turrets the Plumeria should've have added ought to have been anti-mecha only).
The anti-mecha guns are weaker, but under the proposal I made, they aren't useless against starships. Sure, they're best used on point-defense against incoming mecha since that is after all their roles - but if fightercraft (which are mecha units) can have the payload to deliver attacks on select targets on a starship (destroy weapon turrets, destroy sublight thrusters, etc...) then a starship's anti-mecha weaponry isn't all that obsolete against another ship - just not as decisive.
...
So, you've got a bunch of weapons here of various roles, whom all seem to have distinct purpose, despite damage values being narrowed down to roles. Their descriptions again spice things up, within the realm of common sense - of course. That, however, is just one of the nice things that give submissions their identities in SARP.
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According to Doshii - and I'm not sure why he didn't share it - there are some nuances in the anti-personnel scale. Those felt more important to him than they did to me... but he's a gun-nut and I'm mostly uniformed of firearm specs.
In regards of firearms, something that went: pistol, rifle (or pistol with AP rounds), and rifle with AP rounds. He feels the difference is important when taking bodyarmor into account (bodyarmor might stop bullets, might not stop armor-piercing rounds, and the wearer will still bleed profusely if knifed).
Personally, those things I initially waved away as 'the GM with interpret that on the fly if he chooses that matters' - the fluff descriptions are for that kind of evocative imagery after all. but I'm not sure of how strongly you feel about that, and how you think it'd be better to be implemented.
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Finally, to the detractors, things are not fine. There wouldn't be 8+ supporters to change if something wasn't amiss with the present DR system. At the very least, it does not represent mecha units adequately, but I don't feel as the system is that just slapping another 5-points DR grade is going to solve things. Any fix there needs to be more than just a lazy patch up. Not all mechas are not quite five times as powerful as the best power armor, and the best mecha five times weaker than the smallest starships.
Me personally, I felt going away from numbers and leaning more on evocative imagery made a stronger case than trying to rigidly iron all of this out. It certainly seemed to help with the unit scale issue - as perceptive common sense of a GM would be more credible in the long run than arbitrary values.