So, I was reading the rules and was intrigued by the math around main cannon damage. If you haven't read, your main cannon is typically the length of your ship and the longer it is the more damage it does. However, this also means it costs more energy to fire it, and without modification you ship can't hold more energy then it takes to fire the cannon. As your ship gets bigger it will produce more energy, but only as you move up a ship class size.
The math works out that at the lower end of each class you can fire a shot every 2 rounds and at the upper end you fire every 3. Since you can't fire with too little energy and typically can't save the extra energy, this leaves sour spots where getting a bigger gun actually causes you to lose damage. However I most note here that there are other things to spend energy on, so how much energy you expect to spend each round actually pushes these sour spots around (eg. if your ship charges in 2 rounds perfect with no excess, spending any energy pushes you into the 3 round sour spot where you have lots of excess energy).
So, I made some graphs to illustrate where these spots are. Both are functions of ship size in meters (the x axis), the first shows d6's of damage averaged across the rounds taken to charge and the second shows excess energy after firing assuming none was spent elsewhere. DO NOT BE SCARED OF THE GRAPHS, GRAPHS ARE OUR FRIENDS.
"ShadowDuelist is a god."