In brief, ship design is regulated and ship stats are changed to better reflect combat.
The cost of a ship is entirely determined by the stats, and I no longer have any say in the matter. Anything not directly related to stats, like carrying capacity or colonization ability, is determined by "modules". I'll create a list of modules if this idea goes through. Each class has a limited space for modules, and certain modules can take up more than one space.
Weapons can be divided into three types: Missile, Kinetic, and Energy.
Missile are exclusively used for long range attacks: because of their immense range, larger ships can safely fight from two opposing sides of a "battlefield". These Missile are ineffective against fast, agile targets, however. Missile can be countered by Kinetic weapons, also known as point defense.
As said, kinetic weapons can be used defensively against missiles, or offensively against squadrons. Their short effective range makes them impractical against anything larger than a fighter. However, the only defense fighters have is their speed.
Energy is a medium range weapon, normally used by smaller craft and squadrons. It requires the least amount of space on the ship, requiring no ammo or bulky turrets. Energy is countered by shields.
As such, the new stats would be Missile, Kinetic, Energy, Shields, and Agility. Agility is used to counter weapons and to determine how fast it can move from one side of the battlefield to the other.
Furthermore, the Classes are redesigned slightly:
Squadrons are to small and fast to be attacked by a missile. They do not have the space to place turrets or store missiles, and as such the kinetic and missile stats are always zero. They still require a carrier to move between systems. They cost 1EP, plus 1EP for every stat increase. Agility costs .5EP each. They can not use modules.
Frigates are a new class, between squads and cruisers, mobile but weak. They can not use missiles, but can use kinetic weapons. However, they can also be targeted by missiles. They can travel between systems on their own, and have a free +2 to agility. They cost 1EP, plus 1EP per stat increase. They have one module space.
Cruisers are much the same. They cost 1EP, plus 1EP per stat increase. They have four module spaces.
Capital Ships now take two hits to destroy. To make up for this, they are significantly more expensive. They cost 1EP, plus 2EP for every stat increase. Agility costs 3EP each. They have unlimited module space.
Stations are cheaper Capital Ships that can not move. They also take two hits to destroy. They cost 3EP, plus 1EP per stat increase. Their agility is always 0.
Unless otherwise limited, all stats start at 1, and can be increased to the maximum value allowed by technology. This starts as 5.
A common battle would see the Capitals and Cruisers exchange missiles, while also targeting Frigates. Frigates would either move in to attack squadrons, or perform "hit and run" tactics. Squadrons would attack larger ships up close with energy weapons, or be used to destroy other squadrons/frigates. Of course, a smart strategist may find better roles for these ships to take.
All this is prone to changes in testing.