Personally, the aesthetics of mount covers doesn't bother me. Perhaps because I view my fleet as a ragtag bunch of misfits, hand cobbled together instead of mass produced production line ships. Especially the ones with D-mods.
Back to aesthetics, I just cannot stand the look or feel of the naked hulls. I want a capital ship to fire lots of guns at a bunch of little ships or at an enemy battleship. I do not want a capital ship to have one or two guns pretending to be a shmup fighter craft (like two plasma Odyssey or unarmed Astral), and being better or more optimal than a traditional lots-of-guns battleship because the latter does not have the stats (even after skill min-maxing) to support lots of guns. I already played many other space games, starting with '80s arcade games and Atarl 2600 console, for fighter craft gameplay. I got Starsector so I could pilot a big ship and mow down ships with lots of guns.
But you don't have to use a dual plasma Odyssey. If you want lots of weapon spam, slap on Autopulse cannons, and fill in the small mounts with tactical lasers or something? Assuming a tradeoff of 1 OP of 10 flux/second, two Plasma cannons cost like 225 OP, while Autopulse lasers only cost 90 OP (1650 flux vs 500 flux, 30 OP vs 20 OP). That should be enough to mount like 12 tactical lasers (4 OP + 75 flux each). Ideally, those two setups should be roughly as effective, or at least have reasonable tradeoffs against different enemies.
And if its significantly less effective, then we should be asking for buffs to Autopulse lasers and small energy weapons so it is closer to being true. Fundamentally, I view the issue of people not wanting to fill out all weapon slots as one of balance, not aethetics. If it is
significantly better, that implies to me high flux/high cost weapons are over performing relative to low cost/flux efficient weapons. If its only a little better, that is probably fine since really fine tuned balance is almost impossible with a system of ship outfitting as flexible as Starsector's.
I don't like these one size fits all, global changes as they're not getting at the potential underlying problem. Or making that underlying problem worse. Dual Plasma cannons get even better relative to Autopulse lasers in the presences of 0 OP and 0 flux cost weapons. If a front line combat ship doesn't want to use all its weapon slots, the weapons are likely not balanced with respect to the combination of OP cost, flux cost, and weapon mount cost. I don't know much of that third factor, the weapon mount cost, is taken into account.
Similarly, when fighters were ships, carriers could arm themselves with guns and brawl in a pinch, much like Mules can. Now, with fighters as weapons, carriers spend most OP on good fighters and hullmods (because guns and bad fighters perform worse), and any weapons they have are either PD or missile support. Trying to brawl like a Mule is futile, except for Legion. I do not like this.
To be honest, it's probably possible to create a mod which adds a hullmod which does the following:
1) Reduce the applied cost of all mounted fighters to zero OP
2) Increases the DP cost of the carrier by 1/2 or 1/3 or some appropriate fraction (rounding up) of the original base OP value of the mounted fighters
3) Increases the FP value of the ship by a similarly appropriate amount (1/4 or 1/6 or something)
It essentially separates the fighter and guns/missiles/hullmods points pools, while not restricting overall fighter mounting choices, and interfaces cleanly with current code without any major backend changes. Just changing OP and DP. It also interestingly seems to solve the Valkyrie + Converted Hangar problem, as now you've got a minimum DP associated with the fighter as well. Valkyries at 6 DP using Sparks versus 18 DP drovers with sparks isn't nearly as bad as 3 DP Valkyries and 12 DP drovers with sparks. Ratio of 3 to 1 instead of 4 to 1 (assuming Sparks come out as 3 DP cost in this model). Astral filled with tridents is something like 95 DP. On the other hand, it'd be like having the current Astral (45) plus 150 extra OP, allowing the use of the Large missile banks and some beam spam, so maybe it is in the right ballpark? It would at least provide an alternative option to the current carrier build paradigms.
Although I'd be hesitant to apply such a mod globally to AI controlled ships since I don't know how the auto-fit code would interact.