We seem to have got off on the wrong foot, My apologies for that. I mean no ill will to you or your mod, I simply have my opinion on how SFC3 should be, and I stick to those opinions. I do not claim them to be "right" - there is no right or wrong in any modding, only different ideas & opinions. I'm not only here to tell you how to make your mod, I'm pretty certain you already KNOW how you are going to make your mod. In the end, you can listen to 1000 people tell you the same thing, and still disagree with them.
If you ask me, Speed & Maneouvrability don't make a huge difference, because if you scale them up or down, all you really do is change how long the battle lasts. In the end, what really makes the difference is the DIFFERENCE in Turn Rates between opposing ships. Slower speeds/turn rates do tend to make it harder to get arcs in position, however, weapons rarely miss as slow speeds & turn rates. Higher Speeds/Turn Rates have the opposite effect, weapons tend to miss (though Heavies hit more often if you have good AV) and it's a little easier to get your arcs in position. The difference is what matters, not the actual numbers themselves. If one ship turns 3 times faster than another, it's going to get it's arc in position faster, it doesn't matter if it's 0.3 & 0.9 or 1.0 & 3.0. All that would change is the speed of the battle - that is really what is boils down to - how long do you want your battles to last?
One thing I should point out, Shields tend to recharge very slowly, they recharge at a set rate, which is incredibly annoying. (I did ask Dave to make it moddable, but that was after 534 and that was the last work he did). I wouldn't increase them too much (downgrade the weapon damage, same thing in the end, it's floating point, not integer)
On Inertia, As you should know, there is no friction in space, therefore there is (theoretically) no limit to how quickly a ship can spin in space. All you require is energy, mass is truly irrelevent except to determine the amount of energy required. The bigger the ship does not mean that it will in fact turn slower than a smaller ship, nor move faster. (In fact, in canon Trek, the larger ships are usually faster than the smaller ships, but are less maneouvrable).
The concept of "slow turning" ships in Trek changes very rapidly after watching the opening episode of DS9!!! (Emissary).
Anyway, as I said before, if you need mission scripts, send me a PM, there are only 2 of us who write mission scripts (me & Karnak), and Karnak is busy working on missions for D2.
I also have a nifty little trick that installs damage textures without actually including every one of them in the model folder (saves loads of space - one of my specialities that one, cutting down the size of a mod) - new one that one, only figured it out last weekend.
And of course, if you ever need any help, you only have to ask. (Everybody else does it)
P.S. The "ships turning like Fighters" comes from the last edition of DomWars, where the Speed & Turn Rates were screwed up beyond belief. Tends to happen when you try and build a mod inside 24 hours..... I've fixed that now, much better in my upcoming edition. Bad edition of DW was v4.6, one of my worst since v1.0 (now that was BAD)