Hard coding the limits to ships is not the way to go. People will find ways around it, and if small ships become the best ships, everyone will simply have swarms flying around, increasing the lag factor dramatically.
The whole \"square root effect\" on shields already makes large ships rather fragile to other large ships. Also, large guns firing slowly does not make much sense in real life, or in game. A power distribution can already be done. Also, machine guns in real life are generally quite large. Vulcan miniguns and the like are also quite large, and would be incredibly unwieldy for a person to use. They\'re mounted on aircraft and aircraft carriers for a reason.
It should also be noted that every combination of firerate, impact damage, speed, and range is generally improved with size. True machine guns fire more big rounds faster and farther than sniper riffles. World war one was fought with machine guns far beyond the maximum range of even modern sniper riffles. It was also fought with artillery, but it had somewhat similar range of effectiveness. That being said, these are just trade offs, and are already done by switching the power settings for weapons. A better solution would be to make the power settings have a more dramatic effect on combat. Currently, there\'s no reason to put any power into range or speed if you have a fighter, because of the minimum range and speed values. The extra power can just be put into damage or fire rate but it doesn\'t help the guns as much as you would think.
I\'d just suggest that it should be made so that switching damage from 25% to 50% actually doubles the damage. If this were the case, fighters would have four times the dps of capital ships, as a capital ship cannot afford to lower it\'s range and speed beyond a point, since if fighters get close enough, they can easily dodge the slow turning ship\'s weapons. Turrets are a different story, but they don\'t benefit from the capital ship\'s shields and are mostly just a weak point to kill.