We will be using the reversed FP config because it's too good of an idea not to implement, and as for the config, we are going to be keeping it as close to vanilla as possible, we're only tweaking a few things to keep things consistent with our larger sector sizes.
Care to elaborate a little? One of the biggest problems of servers with stupid large sectors is that weapons ranges get stupid long too. The biggest casualty with this is drones and fleet ships, which currently go to max range and orbit. At those ranges, they can't hit the broad side of a barn and are useless, especially vs smaller ships. They also wander out of sector and become unloaded. Granted, this is a problem with AI and Schine could fix this, but there is no telling WHEN that's actually going to happen.
Personally, I'd love to see practical ranges for weapons:
1-2km for cannons, 2-4km for cannon-beam
750m - 1.5 km for beam, 1.5-3km for beam-beam
Missiles 1/4 sector, 1/2 sector for missile-beam
This makes drones and fleet ships not fly away in combat, and buffs AMS as they will be only shooting missiles that are closer. The current weapon mechanics are arguably built around default sector sizes, and break down when ranges are stupid long. Also, noobs don't die to pirate stations 3 sectors over.
Projectile speeds are also an issue, as if you adjust top speed, projectile speed goes way up as well. The biggest effect is for missiles, as they can get to ungodly speeds, and AMS doesn't have a chance. Consider changing the speed of projectiles if you increase server speed.
If you don't agree, I'd like to propose a second solution, keep beam ranges much lower than cannon. Drones and fleet ships currently use the range of their longest range weapon to set the orbit distance. If beam ranges were set relatively low (1km or less) that would give us the ability to make beam-based fighters that kept close to their target, and have a decent shot at killing smaller fighters.
And while I'm writing a wall-o-text, I might as well argue for the buffing of armor stats. One of the biggest issues with the new aux blocks replacing docked reactors is that they explode when hit. Buffing armor absorption rates to 74% (99% with passives) means that until your armor HP pool is depleted, you are much less likely to get penetrated and start taking hits to generators. This adjustment also doesn't require ships to be refitted, and vanilla designs can benefit.