Thinking further about the space station refits, it is probably fine if there is no refit. All space stations will be commercial and can't have engine or weapons, so there isn't much to refit apart from the example of CIWS.
I think this discussion is touching on something that always confused me in StarFire: how to handle space station growth/refits. IIRC, one could grow a space station by simply bolting an extra bit on to the design code, the theory being that space stations are modular and so you're just tacking another module on, but the exact mechanics of how to do so seemed a bit opaque.
It feels like Aurora space stations have a similar issue: how does one manage going from a small station to total station capacity that's 10x bigger, especially if it's done in e.g. 5 increments? Does one simply A) build 5 more individual stations, one for each increment? Or does one B) expand the existing station? "A" seems easiest to manage in terms of code complexity (since you're not doing any special-casing), while "B" seems easier (and more natural) to manage in terms of gameplay. "B" seems like it's fraught with the possibility of (from a coding/special case perspective) turning into "the next PDC".
I suspect the best thing to do is to roleplay a task group containing several space stations as really being a single station with multiple modules, which avoids the coding difficulties. The question then becomes if this would have any weird gameplay effects. One good side effect is that it would solve the refit problem - individual modules could be refit or de-constructed in facilities with a size capacity of a module (rather than the whole station). A potential exploit would be to have a swarm of very tiny modules.
John
PS - Don't remember the details of Aurora space stations; apologies if there are already special case circumstances in place in the way they're built that makes the above discussion moot.