Ideally, yes, but Schine has already gone down the road if entity spam turrets and treating a turret as a separate "ship" now for well ...the entire effing life of the game, and only made it worse with rails. This, HOWEVER, is NOT really relevant to the current power-overhaul-or-not discussion.
It's relevant in that internal power is taxed now even if a power-independent entity is docked to another.
In other words, docked entities are now wholly dependent on the upstream power supply, so docking a large entity to a ship doesn't allow any kind of bypassing energy caps thanks to the one-reactor-per-dock-chain rule.
Though this has unintended side effects. When i dock my medium sized miner to a smallish station (larger than the miner, but uses a smaller power supply), now the station's systems are giving me "not enough power" errors, even though the ship is inactive. I can fix it by altering power priority, but then i worry that someday it'll end up sticking me in a bad position if having factories higher than lasers someday causes a problem.
Suggestion:
Treating AI modules like ship cores may help untangling some stuff. As we now have station and ship entities, maybe we could add a turret entity and perhaps even a drone entity. Each one gets its own core (station doesn't have one, but it's the main user of the build block, so maybe that could be a station core?) and the rules for the entity are determined by the core used to start it up. For example:
Turret core - specialized to hold weapons, no need for propulsion/navigation, stationary except for swivel action
Station core - stationary, can't dock/can only be docked to, doesn't use internal power to supply docked ships/drones, can hold factories
Ship core - feeds power to docked turrets but not drones, requires human pilot
Drone core - fleet AI, self-navigation/docking/undocking, combat like default faction ship AI
Under the hood i think all of this is pretty much in place already. It would just be a matter of separating out which entities are allowed to do which actions, and limiting appropriately. I don't think there's anything wrong with the docked turret system, since the needed mobility of a turret pretty much requires a docking point unless they wanted to overhaul game mechanics.
You've discovered what many of us have been shouting to Schine for months now: this attempted power overhaul limits ship design in an unfair, unaesthetic, dictatorial way. The new reactors are BAD. The stabilizers are BAD. The chambers are BAD.
As for interiors, there are plenty of ways to incentivize them, but players should not be forced to have them. Schine isn't listening to us. If they want us to use crew, then they need to freaking work on AI and out crew in BEFORE they go trying to force interiors on us. Not related to power, however.
Shouting at them isn't really productive. Your argument concerning fixed power calculations applies equally to the new system as the old one. Presumably, they're throwing out the old system because somebody has a vision for a better one. Instead of fighting them on it, we should help steer the new system to be as user-friendly as possible. They can tweak sizes and distances as they go to make the reactor/stabilizer balance make sense for most people.
I also like the concept of the reactor chambers, and i'd like to see them developed further. It's a way to add customizability in a limited way, so that one ship can't do everything. Maybe they could alter how much reactor space each thing costs so that some upgrades are very expensive while others are able to be collected en masse. I dunno, but i think the chambers (if they work: i still can't load ships with allocated chambers) are a nice feature of the new system.
I agree with you on interiors. I realize that some people build for aesthetics, but i'm not one of them. It's not even that realistic to expect a lot of open space inside a ship. A very large ship will have open paths for crew/maintenance purposes, but these needn't be spacious. Any craft i can think of that's meant to be operated by a single pilot is usually some minimally-sized cockpit with the majority of the working volume spent on systems (computers, propulsion, life support, etc).
More crew means more open space, but no large open spaces are used in a vessel unless it's a transport of some kind. Cargo ships, cruise liners, commercial aircraft, public transit buses/trains, etc. We just happen to live in a world where most craft people see (even personal automobiles) are meant to transport cargo, whether that be groceries, passengers, etc. I think that if we were more utilitarian as a society, and especially if we lived in space, such open volumes would be far less favored compared to streamlined silhouettes and minimal cockpits.
Hopefully the power system eventually shakes out so that small, system-dense ships are viable.