Rugged construction / reinforced bulkheads / skills make it so that the ship is (almost) always recoverable. It most likely will be in a non-story point pool, but it COULD end it (in vanilla) in a story point pool too. I just "fix" it, so it's always in a story-point pool.
You can always disable it. The proper fix to "stumbled across a bunch of destroyers / a great cruiser / a capital in a first X-months and became too powerful too quickly" scenario would be to gate recoveries behind date milestones - something I will do one day.
The proper solution to the "capital in fist X-months" problem is to re-design the supply, support and repair system to be more realistic.
When a Faction owns a Ship, they own the Blueprint and can print new parts / ships using a Forge (or Nanoforge) which means they have a direct supply line for parts. When a Non-Faction owns a Ship, where are they getting the parts? On a market with high shortages and volatile prices on bottleneck components.
- Repairing a capital-ship above a certain % requires sacrificing another ship of the same type (or having a market shipyard with a blueprint)
- Repairing a capital-ship above a certain % requires parking it in a Faction Shipyard
- Maintenance costs on owning a capital ship without a market+blueprint are much higher.
- Faction Mercenaries get partially covered for Faction's standard fleet capital ships
Make the supply costs of repairs in space much much higher, and damage above 75% hull resulting in D-mods.
Make the costs of high-tech ships even higher with the same system.
These are the things that can bring some realism and push people to spend more time with more common ships.
This will promote keeping capital ship ownership to a time where you have a colony with blueprints and supply lines.