The Arethusa - You have them. Effectively a Cruiser combat wise, with a mixed cruiser logistics mixed in, and triggers abilities like a capital. A good 'light' capital that's I feel is balanced well. I wish the side slots allowed coverage of the front/rear (Say, 200 Degrees at a guess), but they work well enough. The ship could arguably be 30 DP and would definitely need to be if you did so. Also I've been reminded how good Ops centre is these past few runs.
(Speaking of which, final build, 1 Large Mining Pulse (Built in), 4 Electromag Guns (Kinetic Pressure), the PD Beams from JYD in everything else with PD Prep hullmod. If overfluxing turn off everything but PD, and the PD still consists of dangerous long range weaponry that screws with facing and applies EMP so you can't turn your shields off)
The Freebooter - Surprisingly fast capital with a ops center built in. That's all it has going for it though, feels like a 'light' capital, but that can be very useful as the Arestia shows, and the lower weapon load gives more ordanence points for mods allowing it to be whatever you'd like, within the confines of Large Kinetics. That said it's 50 ordinance points to deploy, and it's stats are remarkable close to a Prometheus Mark 2 at 30 Deployment points compared to 50. Much better shields and a better ordinance budget is nice though, not 10 more than a line capital nice except as a player flag ship, which isn't fair because then it's player controlled. The Appolo Wings feel bad though, as they contribute to the problem of Carter's not working well with the Fighter Fleet Bonus skills.
I feel deployment points Should trend back towards 40. Adding ship DP together isn't a perfect measure but I feel 40ish is Ok as I feel Arestia plus a Clipper/Cutter would be a tough fight, while 35 being a Arestia plus Danube or the frigate I like sounds too much like the Frigate being popped and the Arestia being ground down... Maybe not the Danube though. Maybe 45 to represent the Operations Centre and how helpful that can be.
Bourbon - Ok, this turned into a rant, sorry. I rewrote it a couple of times trying to be better, but I had to stop somewhere.
The closest comparison to the Bourbon is the Bastard child of the Onslaught and Paragon. That said, the only thing it inherits from the Pagon is energy large mounts and Fortress shields.
Flux/Armor Wise, it's the Onslaught, but instead of 5 Large mounts and having to juggle flux and taking hits on your armor, you get 2 Large Energy Mounts, and the flux pool is plenty enough that you're unlikely to want to switch to Fortress Shields as a way of safely venting.
Now, you are much faster at 65 base speed. But in a fight with a Onslaught the Burn Drive allows it to control the distance. And like the onslaught your shield is a front 200 degree Shield leaving you vulnerable to flanking and your shield cannot be closed unlike the Moniter.
And then, you keep the Deployment point of 50 from the crossbreed. The Onslaught is 40 and arguably better.
I'm also not a fan of missile mounts, but that's a me thing, but it having 4 medium missiles supporting 2 Large Energy helps contribute to the 'having enough flux to not need the Fortress Shields' problem, since unless you grab modded missiles from say VIC, those slots wont contribute to generating flux. The rest are mixed PD slots which from memory and a glance at the sprite are truly dedicated PD unlike the Arestia where you can mix them into weapons.
I previously didn't look closely enough over the surface problems to see how much this one needs a touch up. But there you go. My Snap judgements would be to drop DP to 40 and swap the 4 missile mounts to Synergy/Hybrid but that's probably my missile hate popping up, but it would help with allowing it to overflux thus use fortress shields. That said, I wouldn't rely on my snap judgements.
Other possible changes to improve include giving it Omni-shields of same coverage (Or even drop to 180 to leave it vulnerable to flanking unless you switch to Forward Shields, in which case Paragon shields are still better for full coverage), Giving it a .6 (Or, lower than .9) Shield Conversion Rate (The Executor as a mid-line somehow manages it, and looking at it actually has fairly similar stats.) There's also the posibility of dropping the Deployment Points.
If I were to wish upon a star I'd say leave it at 50 DP, give it 180 Omnishields, .6 Conversion, and Synergy/Hybrid medium mounts. But you're not making the mod for me
Exetor - Superfreightor. I'm sure I'll use it late game and have thoughts. Otherwise my only one is 'why is this in the combat section'? Like Freebooter, has wings it doesn't need clogging up skills. Worse, it's a logistics mod to get rid of them, and those are capped in number.
Triton - Looks Good. However due to Danubes and using a Potato I haven't been playing much with other fighters. I may try later as my current fleet has been low on fighters, but I'm busy doing colony stuff.
Galleon - Has the problem of me not liking missiles, and that if I use modded missiles how much is your mod vs missile mod? Not sure how to judge it, beyond 'I'm sure it won't last 800 seconds in combat unless you're using reloading missiles', since it lacks any sort of ammo resupply. Also hiding in the carrier section for some reason which is weird since it's wings are support wings like the Freebooter, and likewise can be done withou.
Bolster - Mixed Logistics ship! Technically a carrier. Needs it's DP tanked as previously discussed. I think I said something like 30?
Retourschip - Supertanker! Same comment regarding wings as the Exeter.