Okay.
I've been going over a few things with Mike West, and wanted to put some of the things discussed here for consideration.
*I dropped the impulse delays for FEBs and others.
*A suggestion Mike had for the Iridani was to just stick with pre-set module allocations for each type of ship.
For the Caravel, Barque and Clipper, each would stick with Weapons modules in their lone mounts.
For the Galleon, one could assume the presence of a Weapons module and either a VIP or Command module. (I'm not sure which is better - the VIP module makes more sense in-universe for lone Quests, but the Command module would be more what a fleet commander might take.)
For the Brigantine, one option could be to give them one Weapons, one Command and one VIP module. (BGs are big enough to both make use of the command facilities, and to try and impress local dignitaries with the luxury suites.)
For the Man-O-War, I was thinking one Weapons, one VIP, one Command and one Hospital module. (THis would make the MW more of a multi-mission ship, perhaps able to use its modules' facilities to help support the rest of its fleet.)
If the above idea held water, the idea of running separate modules could be taken out and put into reserve, and the ships in question treated as they are on-table.
*I was thinking that one could have LDR-esque boxes to allow for the
B-variants of certain ships - but on the other hand, perhaps these forward-firing variants could be useful as their own Cards elsewhere?
(Much as the
SFB SSDs are free to download, perhaps the Bonnaventure variants could be a way to preview the Iridani fleet without taking away from the broadsiding dynamic of the standard ships of each class.)
*For the Bolosco, Mike suggested to stick with a cargo module (as an introduction at least) and use ships which can get by without the fun stuff.
Both the MD and MC are capable ships without the fancy pods, and both can take one large cargo pod - so that would be all you'd need to start off (using 5T if necessary, or ignoring the pods if not).
That way, the rules for better pods could be kept in reserve, to be wheeled out if needed when the time comes to fill out the rest of the Bolosco fleet.
*If the above changes were made, the number of rules on the list would be cut down somewhat.
*Indeed, I was just thinking; web was given only a cursory introduction (as snares) when KB was released.
If the full range of IWT functions were too much in one go, could a pared-down set of option for integrated warp tractors be enough to get by?
Say if you dropped the pressure wave and tractor punch. (The tractor crush is cooler, anyway.)