This bullshit is only practiced by a few servers that I WILL NOT NAME but WHO KNOW WHO THEY ARE. I will also point out that MushroomFleet is not and never will be one of these servers.
This is actually practiced by a LOT of servers, just scroll through the list on the vote site. But I'm not going to get in to a "whose server is better and why" shouting match. My current server does not do it (things like shop spawns are turned DOWN, since it's a hardcore survival server), but is an amazing and welcome server to play on regardless. My prior server had 30 shops in every system, and a billion credits could be attained in your first hour of gameplay, but I'm not going to be shaming them for what they do if that's how they want to play.
However, even on a hardcore survival server, the point is the same. The only real dangerous time on the server is from the moment you start until you are able to easily surpass and farm pirates. Once you pass that point, its easy sailing unless you either poke other factions with sticks or have a troll come hang out. Once you get to that point, resource acquisition becomes easy and you can be well on your way to a titan.
By bringing in a large (say, Titan class) ship that ISN'T a doomcube (or sphere), you are RISKING the opportunity cost of that ship. In essence, it's expensive and costs a lot of time and effort to spawn into a MP server. You are REWARDED for that time and effort with a ship that can basically dominate any other vessel 1v1, but is extremely vulnerable to drone carriers and coordinated fleet engagements. There is no PENALTY for those that either cannot field a Titan or choose to fly a smaller ship. They just have to be aware that they are fighting a capital ship and should be mindful of that simple fact. (I.E., know your enemy and bring friends or a drone carrier).
I think the issue is that there isnt really as much risk on bringing in the titan as there seems. As stated once it has been constructed and BP'd, there's very little risk in fielding it. A smart player wont lose their titan in most battles. The real issue, however, is the exponential rate at which someone can advance once they are at this point.
Here's the big idea: Let's stop worrying about the subtle, not-immediately-obvious problems with balance until schema gets most, if not all, of the *release* gameplay features working. It's not worth the hassle of arguing over problems with far-reaching and possibly limiting solutions. The server admins can limit the size of vessels on their servers if they pay attention. That's all that is needed for now and schema should focus on gameplay content instead of silly balance changes.
I think now is the perfect time to discuss these things, while the game is in alpha, while the communities input is welcome, while things are at least a little easier to change than they would be once the game is complete. Its the whole reason that there's a suggestions forum, and a council. I agree that the game balance isnt done yet, that all the core features arent in yet, but by discussing these things now we may provide a glimmer of insight to the devs. They may read our ramblings and essays on how we see the game and have an idea not one of us has suggested, but they may not have had if it werent for our discussions on the issue.
Lastly, in any military game (and sadly, in real life as well), it's sort of a given point to have the biggest, pointiest stick. In lieu of that, have more pointy sticks than your opponent. I dont feel starmade should be treated any differently, but I think there's a lot of room for it to make it's mark.