After all of this, and considering the upcoming power update (which is going to force everyone to redesign their ships anyway) trying to load outdated legacy ships from times long past shouldn't be an expectation in the first place, and since we're already faced with players being forced to change anyway, then players should learn to play within some new more efficient limits in the future as well. Live and learn, come to a new conclusion and adapt for the better.
The point of this game isn't "no limits" and any professional game developer knows about developing within limits (especially for consoles), so it's not an outrageous expectation to establish limits to improve stability and performance, so the game can function properly.
That being said, coding languages are limited, so are a variety of end-user machines. In reality, nothing is unlimited, so it would be best to establish a "target specifications" for the range of PC the developers intend to support, and test the actual server code's limits to discover what it can and cannot support, and then limit accordingly within reason, such as the expected size of battles (5v5 for example).
- Fleet Size Limits
- Turret Count Limits
- Ship Size Limits
- Weapon Output Limits
These are some examples of things that need to be rounded up and controlled because we can't really expect the game to work properly when someone can simply spam an unlimited number of entities to crash the entire server (or another player's game).
Also, currently, the ship size limits in the configs don't properly apply to the entire ship, for example if you spawn in the turrets and dock them to the main ship after spawning in the main ship (since they are each below the limit) this could be considered for a bug fix.
It seems there are some who oppose this idea because it would take away the advantage they currently enjoy (my computer is also capable of titan sized battles at 1FPS but I still think it's unfair).
But as it has been stated previously, even if your client machine (Your PC) is capable of handling the lag, most of the time the server isn't (regardless of the server's specs) and bugs will start to occur, such as: damage not being counted, missiles stop dealing damage and start flying straight through the target and doing nothing (effectively disabling a ship that is dependent on missiles as weapons through exploiting a bug, aka locking up missile calculations), too many cannon bullets and they start to disappear due to a limitation, and possibly more.
I say if you want huge spectacles of engineering to look at (but will obviously still not work properly) just edit your single player configs if you would like to play with a titan-sized ship that doesn't work in multiplayer (and shouldn't be allowed in multiplayer because of the large array of issues it can cause to other players and the server itself).
Also, there should be some sort of in-game on-screen display showing you how many total weapon outputs your ship has, including all turrets, as well as other limits, and some sort of warning telling you that your ship may not function properly if you continue to exceed the limits known to be safe and stable. (Like some text in the build stats, and the text could turn red if it's too high)
This should definitely be the new default config approach with the coming power update, since everyone will be forced to gut and refit all of their ships anyway, so the game could use a new coat of "functional, stable and optimized" paint applied to the configs as we move into the future of StarMade and the game continues to advance and improve.