I say this.
Albeit, if we can fit larger calibers which have same rate of fire as teh old ones, without increasing size too much, then that might be worth it.
Like, can you get tonnage of higher calibers to go down with tech? - A bit. Any improvement in Armor or Turret Tracking tech makes turrets smaller and lighter.
But yeah, overall keeping the size of the vessels seems good. Can always biuld bigger ones when needed.
How do you see that in the specs? - You don't. It's an estimate. I know from experience that each time the Sabre's gun breaks, it takes 110 repair parts to fix it. This is a new model of the same calibre gun (improved Capacitor tech) so I bumped that 110 up to 115 just for luck, and then compared the repair parts stowage of the two models and estimated how many extra breakdowns my design changes (ie: adding an extra Maintenance section to the hull) would cover.
Can it jump unlimited amounts, but at most 110k tonnes per vessel, or is it at most 110k tonnes at a time? - Hull size. 110,000 per vessel, and any number of them is OK.
Those can't damage ships at all? - Three points per hit, maybe? We now have DP guns that can fire at exactly the same rate (pukkata-pukkata) but do six points per hit.
Seems it's decided already.
But just for completeness sake, then I too think the Sabre VII is better, as keeping it FAC sized seems important. Plus, we can always get faster speed with tech. - Yup.
Also, specifically designing ships to be able to avoid an IC unknown enemy seems kinda cheating.
Nice.
What does that mean? We might get more tech out of salvage, or just more minerals? - Faster salvage. So the guarding vessels don't need to spend as long on station.
So you'll never be able to make laser fighters which have decent rate of fire? - Only large Laser Fighters will have a good rate of fire. Better engine tech will make them faster.
Will the damage done also go down? - No. Full-strength shots, but very slow re-charge. Very high Capacitor tech might help.