"Ugly numbers"
Trim them down with spacemaster.
I was hoping to do so without it. Even if just for cosmetic, I try to avoid using the space master as much as possible.
And on a couple suggestions, first some thoughts on crew, deployment time and required weight of crew quarters:
Could be a very nice to have a tech tree that would reduced the necessary weight per crew member. In universe, probably would be things like better recycling tech, improved entertainment tech, including things such as virtual and/or augmented reality. Hell, the latter could really make the space available look and effectively
feel much bigger than it actually is, and that's just the least it could do. But, yes, in essence a minor tech tree (maybe under logistics?) that would allow more crew for more time under less space to some degree.
And secondly, something that have been probably suggested already, but nonetheless:
Allowing the player to set a design to use lower tech armor instead of the latest one, without requiring him to clone an earlier tech design and use it as a base. Sure, it would be of very limited use, but there are some issues where it'd be useful:
1. Raw Materials: Sometimes you have a massive stock of one mineral but another is rather scarce, but your current armor uses the latter instead of the one you have a lot of, like some previous tech level might.
2. Reducing the ability of the enemy to reverse engineer themselves to your tech level or "bluffing" them into thinking you have worse tech than you actually do. Sure, pretty much only for multi-player games unless you want to role play it with yourself and/or with a NPR AI who won't respond to it any differently, but still could be a nice possibility to have.
3. Weight padding for some designs, specifically jump tenders: Not a big issue,