No rush at all. IRL comes first and you are doing this for free after all. To pick out a segment though.
I'll have to compare it to the HVD and get back to you since I never considered it an analog to a kinetic weapon like that since it does 25% damage vs shields.
As a kinetic weaponnits not super efficient, but comparing with a light autocanon ship in combat makes it obvious.
200 reliable shield damage for 80 flux is tons more efficient than 120 for 120. But at almost double range you can start poking much sooner and have more ships firing without getting in eachothers way.
If you can work around the efficiency it's amazing. If not it's still OK as unlike say a Tac Beam, it deals hard flux.
In fact, a Tac Beam is probably a better comparison. It's longer range and trades armor damage for hard flux.
Edit:
Further notes here to stop spam:
Danube Price: When I was doing maths I was doing napkin, not looking at other ship prices. Better price range is in the 50K with other destroyers.
Scow: Apparently an AI change makes ships less likely to use missiles in general, so no blame on you, but this makes the Scow feel less powerful in combat. Possible worth changing it to a Synergy and Hybrid port to still force diversity without forcing missiles? Also still interesting as it's a frigate with mediums while most Carter's have undersized guns, makes for an ok support frigate. (Jackdaw is the combat, which is still tough.) (Extra Edit: I'm reliably loosing scows as combat exports in easy combat situations. I think it's the lack of missile use, but I could be wrong.)
Cutty: Boy is it surprisingly tough. However it has all forward facing guns (bar PD which it's possibly overloaded with), so Auxilary thrusters is a must. My currently load out has been Light Mortars in the nose guns (More likely to hit the same point, so high ex should be in the middle) with Dart guns in the sides (Shields are larger than ships, and where they get hit matters less). The Kinetic/High Ex swap is something that should extend to the base load out.
For the turret weapons I have 2 LR PD Lasers and a Vulcan. PD Prep makes the PD lasers suppressors and PD. Vulcan could probably be changed to something else though to give it more firepower, which I might try. The 3 rear PD should probably be turned into 2 angled pd instead of 2 side and 1 rear.
Barque: Early impression is this should be the nippy flanker compared to the cuttry, but guns are still forward facing and turning too slow, and the destroyer speed bracket kinder hurts, so still needs Aux Thrusters and speed boosters but has less points to play with. The Missiles slot desperately needs to be made a medium (Or medium other slot) to give it some sort of punch. As is I use kinetic forwards and the physical PD's are anti-armor pd so it has enough damage plus a missile punch for when shields are down. so that the guns can then kill whatever it's fighting... Not reliable though cause it's a single small missile slot.
^Edit: Practiced impressions proved my thoughts true. It's surprisingly fast and nippy, though the forward shield kinda works against it when needing to flee. But it's weapon load out is too weak to secure anything. A medium mount in place of the missile of any variety would fix this, as the centre could be used for anti-armor duties. Or you could get two anti armor smalls plus a medium shield, but why?
^Extra Edit: Swapping the rear kinetic slots for explosive weapons and skipping on missiles seems to make the ship work better as is. Would probably work better with the PD mod so they sometimes target missiles, but it works out ok.
Brigantine: I find it incredibly odd that the combat freighter in destroyer class packs three mediums but only one of the three combat destroyers does. This isn't a knock at the brigantine, but just the best place I can put my 'that's odd' statement.
Shallop: Seems just fast enough, but it's odd that you've introduced high-ex energy weapons, but it's not part of their default load out.
Naruebet: Should probably loose 10 BP. As is it can carry a heavy bomber and a fighter screen and a bunch of mods, and PD, pluss a support missile. Drop the missile and it could do some mods super fighters and a screen while having decent PD.
Barkentine: All it's weapon points are PD equivilent loosing the missile of the Narubet for +1 gun. It's a ok sidegrade, but it feels exactly that, a sidegrade the the Narubet.
Knarr: The Cruiser grade logistics/utility ship has Civilian Hull but the the Bawley Logistics frigate? Also it's got built in mining weapons and boosted sensors but no Surveying Gear? Weapon Layoutt is also super odd and in combat. So far I've just been throwing PD on it and using it as a line holder/heavy EX damage dealer as a finsiher.
Foudre: While a nice aggressive carrier, it's BP is just a tad too low. A full fighter complement of ok fighters is likely to run 40/100 points, 70 once you through on capacitators, leaving bugger all so you better just be getting PD/Mods and not want to vent much... Which doesn't make sense.
Edit: Got a closer look with it and a Chester drone carrier. Also wrote out a bit about stats.
Honestly the Chester maybe should lose some points and Fougre gain some. But looking at the Heron as a 'Vanilla balance point' I think the Naruebet needs a nerf, loosing 20+ points and maybe a bay Doing this would give the Barkentine and Foudre purpose (Bringing a better loadout than the Naruebet).
I do need to do more fleet battles though.