Missiles already got slapped into the dirt with the most recent update logs, and gauss was already "good enough" under the previous paradigm.
AMMs already take up the niche of "logistics-intensive anti-missile system" anyway, and tracking miniscule metal fragments that could be anywhere from a pound to a few grams apiece seems a bit unnecessary, all things considered.
TL/DR I think its a tradeoff, make PD more effective but limit its use. Missiles should only be a long range / first strike weapon and should have multiple strong counters.
In my opinion Missiles haven't been "Slapped into the dirt", they have been turned into what they should be I. E. the primary long range armament of a space going ship, incremental missile sizes don't really change much of the status quo, only real difference to missiles that I can spot is that they wont have super ranges because of increased fuel usage, unless you build multi stage missiles which at least for the first stage will have to be slow.
I don't accept that Gauss Cannons are "good enough" I see it as trying to be two seperate weapons systems and failing at both.
I'm proposing to make a smaller system with its own inherent weakness, and actually make Gauss stronger for its size.
AMM's are one "logistics-intensive anti-missile system", but what if i wanted to play without missiles entirely? I should have missile defense systems that provide no drawbacks through the lifespan of a ship that simply its cost and how much tonnage it requires? C# Aurora should be more than capable of adding some variety into the weapons mix.
At no point did I suggest that the game tracks any of the above, it would simply tie into the current "5 Second Lightspeed" rule and all shots fired / damage / misses, would be displayed for that increment exactly the same as it does now for Gauss / Railguns, it simply adds an additional requirement in the code that checks for ammunition present in the ship after checking weapon damage, readiness, crew grade. Tracking "Miniscule metal fragments" through space is completely unnecessary I wholeheartedly agree
No-one seems to be commenting on the changes to Railguns, so I'm assuming that no-one cares about having a replacement / alternative to Laser techs.
@Barkhorn
If you allow a fighter however armed to approach within 10k of your battleship and allow it to fire for long enough to penetrate the Armour then you my friend need to redesign you ships, Missile PD alone should be sufficient to destroy a group of Fighters at that range, hell even if you only mounted the same "Auto Cannons" as they did you should come off better as you will probably have more weapons per craft, they will both only fire at the minimum combat range (10km) which is the proposed MAX / only combat range these new cannons will allow, to track anti-ship missiles of a similar tech you will need a faster tracking speed than any fighter is capable of, and they will blow up as most fighters dont carry a huge amount of armour or HTK and these weapons are supposed to spit out 10-30 damage per increment (Over 10-30 individual shots). I have yet to design a fighter that can take that sort of punishment.
My suggestion remains just that a suggestion for the community and Steve to consider and comment upon I value your comments but fear that some of you may not have read my huge wall of text.
I don't seem to actually be able of writing short posts
Regards
Frank