Mmh... in terms of lore, there is a bit of an inconsistency here:
If the ship predated shields, then it would
also predate a need for kinetic weaponry. But
if the ship does not predate shields, why make with a complicated mechanical weapon swap design instead of - shields?
I think such a design only really has two ways to come into being:
- as fighter, as means to conserve hangar space (similar to quick-detachable or foldable wings on old carrier planes)
... But I think we should first see the much more obvious and (in-universe) simple/solid solution of fighters receiving different loadouts depending on their target, before we see a fighter with on-the-fly switchable weaponry. - as a pipedream design of some design bureau inventing new work for themselves (like german post-Bismarck battleship designs)
In the Starsector setting, where blueprints are the ultimate ressource, that does not mean the ship cannot work, but it should probably be pitched as such.
... As a side-note, on a pre-shields design, maybe
collapsible weapon mounts, specifically with faster repair time and armor bonus (when closed) to the contained weapon, seems to me like a much more likely development (and has the added charme, that mods already provide some such vessels, making for less effort in implementation).
Anyway, not much critique at the ship design itself. ... Just... it would be nice, if we could keep down on the "obviously 2D" designs - currently the Colossus variants and come next update also the Invictus look a lot as if they were designed
within a 2D world, with their brick-y hull shape and the turrets concentrated on one side of what looks like a wide front, as if in 3D there were a large dead zone around the ship, where those turrets could not aim. These designs kind of cry for mounts
below or
on the opposite side, but unless we'd get rotatable 3D designs in the refit menu, that would seem like quite an UX downgrade. Even a "flip ship" button that only switches between top and bottom of the ship would probably at first rather confuse. Considering that most designs avoid this problem to begin with by looking appropriately angled (and relying on the
Space is an Ocean trope), I think that's not currently desirable.
As such, I think the optical design of the swapping parts should look differently from the sketch, e.g. as if the two cannons rotated around a common axis orthogonal to the view, or as a hatch that swallowed one weapon to shortly afterward spit out the other.