Well, yeah. A lot of Miharu - from the speed ratings to the power generation system to the shield systems and to the weapons - was made a bit below original plans for the ship so that players could play a role in increasing the performance of the ship up to intended specs... or even better than it was supposed to be.
It was my intent to make Miharu dynamic and rewarding to those whom wanted to center their roleplay around it on a more technical basis - you know, part of me wanting to have the players be able to make a different.
Reality offered something else, though. Tom is a reluctant tech-person whom successfully rises to the chief engineer role but only as far as the plot requires him to since it isn't what he really enjoys. Leutre, Chigusa and Naoko were my best bet, but their players couldn't commit. Yaichiro slipped through my fingers. Takuma strikes me as a 'work-as-much-as-I-have-to' guy too.
If you look at Wes' YSS Eucharis entry, you'll see the ship has plenty of customizations of its own Wes decided to add in. As a GM, I could do the same and have sprites do such thing... but that would just be cheap and eclipse the sort of contributions the players themselves might do in the future. Taking the time to try to make the ship's power storage more efficient to be able to coax out 7 main gun shots, have DR 6 regenerative shields, increase STL engine speed by 0.01c, improve on the Daisy's cloaking shield or work to make it more modular to fit Mindy II components -- these are all things that players could work on to increase their odds of succeeding against their antagonists later.
So... yeah.