The smaller starliner modules aren't worth it, because they themselves cost so much. They use more advanced technology (perhaps cryogenics) to maximize the population storage per kiloton. It turns out to be inefficient in most cases, which _is_ a balance issue, yes.
The larger ships can I think be a little more efficient than medium transports, if you don't use those high-tech colony modules, and especially if you do use the gravitic drives.
However, I agree there are balance issues. The Medium Transport still ends up being the best utility ship for most, if not all, purposes.
I have design issues though besides balance, which want some thought before implementing balance-only fixes, especially:
* The darn single-cargo-type dilemma. I won't be happy if starliner modules become the best choice for anyone wanting a fairly large amount of cargo. If they get much more cost-effective at higher tech, then people will start putting starliner modules on carriers, which would be silly.
This comes down to which cargo component has the best rate, and which offers the highest capacity.
Then, as you suggest, there could also be something done with the hull types. Similar to the module problem, I wouldn't want to see people using starliners for mining and space yard ships (etc), because they had such high maintenance reduction.
Perhaps what would do better would be making small transports clearly most efficient, but always incapable of reaching 1000 kT capacity (and incapable of holding shipyards). Then perhaps the higher-tech starliner modules should be more no (or not much) less efficient than the first SL module, but store 2MT, 3MT... per module.
The goal would be for small transports to be the best choice for moving units, medium transports to be the best choice for mounting shipyards and such, and starliners with SL modules to be the best choice for moving population...
hopefully, there are numbers to be found which can satisfy those goals.
I'll be back in a couple of days.
Meanwhile, does anyone know the fellow in game #3 who hasn't sent in his first turn yet, or if he is coming back? Looks like he might need to be replaced so the game can start...
PvK