Well, as logical as it's gonna get will be the way SFCOP mechanics are done. We need to categorize these ships based off usable class type then assign them whatever values in these roles: There are ship classes, turn modes, acceleration, move cost, shields, weapons, armor, boarding parties, deck crews (how many ftrs will regenerate providing at least one ftr of a squad makes it back to the carrier), shuttles, ftrs, PF's, hull, warp, impulse, apr, battery, labs (shield regeneration), command boxes, transporters, mines, tractors, etc.
The more canon description we get on how the weapons and defensive armament works in conjunction with the shields, etc., will make less guess work and make the mod more legitimate. I'd say start off small with the basic classes of canon ships and playtest. As they say, the only true test is combat.