Actually, the Deathstar had a glarring weakness(IE that vent lead directly to the main power generation for the whole bloody ship which made the thing explode), and when Luke blew it up it destroyed* the Deathstar.
This isn\'t inaccurate at all, this is something that one has to think about with ship designs. They were using those vents to keep the reactor cool(IIRC) and this meant they left a weakness that wasn\'t deemed a actual problem. No ship could fit in it, only a torpedo could. And one couldn\'t fire the torpedo down there without being a crack pilot AND have the force to send it down there...
But if you leave a weakpoint, yeah, you should expect it to be attacked eventually.
And the idea that a massive ship always wins against smaller ships doesn\'t work anywhere. Size doesn\'t matter in actual warfare against anything. Shooting giant cannons at tiny ships causes you to waste cannon rounds. The tiny ship for one, is faster, and has a much smaller profile. It can turn quicker, reach its top speed faster, and is over all, a better ship. Star Ruler even has a way to make it more realstic anyway, the bigger a ship is, the easier it is to hit, the smaller it is, the harder. It\'s even better with a certain mod that gives fighter/bomber ships a chance to outright evade a attack depending on how fast they are going. But that doesn\'t help against Point Defense weapons, which chew tiny ships, missiles, and the occasional astroid, into harmless dust.
Why do you think I\'m saying this should go on the back burner? There is so much that would have to be added before this is viable. And by that point, your giant ship you \"spent months building\" will have been replaced by a better ship, or maybe even you\'ll have stopped playing. We\'ll have Drones we can send out to attack things using AI and even ways to fight those drones that we don\'t have now. We\'ll have new weapons, Spinal Mounting for certain weapons, Planet Cracker weapons, and maybe even He-3 harvesting for some things.