First, the issue of using the Stat Tables is to help ensure that starships are now more reasonable. That a ship design can not do everything at max potential. More weapons means giving up something elsewhere. I asked Kai to do the Stat Tables because I wanted to see how it fared and then see what could be done to help the design.
So let me first address a few other issues then I'll make my suggestions:
Threshold 4 - Nope. From the Damage Rating Rules
The reason multiple shields are allowed is only to allow defense against multiple weapon types. A ship, regardless of the shield type(s), only has one threshold - equal to their class (1 through 5).
So the Serendipity-Class only can have a Threshold of 2. That's a rule, not a guide.
Ok, Stat Table
Origin is 3 years old YE 29 - 32. So it gets its full SP of 20. Origin does not use KFY systems, designers or manufacturing equipment so they do not get the KFY Bonus
My Literal
Total SP 20
STL 4 4
CDD 2 3
Fold 4 5
SDR 3 6
Shield 4
Subtotal 18 20
Utility 6 7 26 Craft
Total 24 27
When it comes to choosing values, I prefer the idea of choosing which is closer to the desired number than rounding up. It gives a little bit of wiggle room. That can be use to enhance roleplay. eg, in this case the Fold is operating at slightly above its Optimum level, so it could require frequent maintenance, or constant adjustment while in use.
Now, in my take on the SDR, I took the design limitation into account. Since the ship can not utilize the full fire power all the time, then to my way of thinking means it does not have enough stuff to support it, so I halved it to reflect that they can only fire at half ROF.
Now even with these tweaks to accommodate the Roleplay factor, the ship is still 4 points too high.
At this point you could either a) drop the fighters, or b) lower some of the ship's performance. Since its a test bed having the fighters on other escort ships allows you to keep all the other performance values. And lets you have the 2 shuttles.