Yes. I am going to make larger craft somewhat tougher before they go inoperable. Bear with, folks, I'm beta testing homebrew work here.
For now, until I tweak it elsewise, fighters will be able to absorb 10 'blocks' of damage, light freighters 15, medium 20, heavy 30.
Most weapons will have a base of either 3 or 6 blocks of damage, and are scaled upwards by rate-of-fire and the number of successes you have on your to-hit roll. It is scaled downwards by the success of your ship's structure vs the incoming fire. Armor penetrating type weapons are harder to mitigate downwards, heavier armor makes it easier for the structure to mitigate armor.
To represent maneuverability, every 'set' of combatants makes a set of opposed piloting checks, against the maneuverability of their own craft. Every relative success that you score makes it easier for you to hit the enemy and harder for the enemy to hit you - That is, if you score three successes, and the enemy scores 1, your target number to hit is lowered by 2, and your enemies target is raised by two. Fighters are much easier to maneuver than freighters. Those that do not have the piloting skill will default, at penalty, to their reaction speed. Those that do not have the Gunnery skill will default, at penalty, to their highest firearm skill.
dd, the Old Ben has taken 6 blocks of damage, and no combat-related subsystem damage, though your cargo bays are no longer air-tight. Maia is able to seal the cockpit leaks readily with a temporary spray-foam.