I tend for option one, because it's kind of the Aurora look... But option 3 is quite nice in terms of information available in the display, as long as it's customizable enough in terms of color and has a good reference chart for the time everyone needs until the symbols become intuitive enough to read without trouble. Also, it might be a nice Idea to design your own set of icons and not copy over icons that are in current use. They are likely to not provide the information we're after in a space setting. for example, the first things I care about is a ships mass, and the type of its main offensive layout (if known), not wheather it's a destroyer or cruiser or whatever. I could imagine a system of combined symbols: You have one component that describes the mass, and one component that describes the prevailing weaponry. Crude character-composed example:
Mass component could be a sequence of symbols like this:
___ = mass below 1000 tons
___ = mass between 1000 and 2000 tons
I
___ = 2000 to 5000t
I I
___ = 5000 to 10000t
III
___ aso
V
Symbols for Loadout:
O = unknown loadout
I = beam
M = Missiles
A = Fighters
etc.
In combination, it might look something like this:
_A_ = Ship above 10'000 Tons with fighter loadout
V
_M_ = ship between 2000 to 5000 tons with missiles as major Armament
I I
_I_ = ship below 1000 tons with beam weapons
aso, you get the picture.
Note that characters used here are in no way representative for how I think the symbols should exactly look, it just goes to show the concept.
Another advantage of such a system is, if the progression for e.g. the mass component has a sequencial logic, people will need much less time to familiarize with them.
As for technical implementation, A Vector format would be far superior to a bitmap format for such a purpose, because they can be scaled down easily if there's too much clutter because the zoom level is too high. Would also go well for color coding.
I think option 4 is really what I would NOT like to see. It adds a lot of work for no real benefit, and restricts the players imagination. I can picture what my ships look like just fine in my head.