I edited evasion down some. Exclusive of other factors, hit chance against a tiny hull will now be 80% beam/ 60% missile/ 40% kinetic. I've wanted to see weapons diversified in the base game for some time. A battleship with 4 big guns feels more like a battleship than one with 14 little guns, each no different than what the fighters are carrying.
That sounds better.
I do think there's some room to explore the idea of using accuracy to make some ships definitely cap-centric and others actively anti-fighter though. Consider the following:
Missile - 10x damage output, slow firing, 25% accuracy (unmodified).
Laser - 1x damage, rapid fire, 150% accuracy
Kinetics - 75% acc, medium fire rate, 5x damage.
Combined with the -50,-20,0,0,+20,+50 jamming on hulls, you have lasers that remain effective against fighters but do too little damage to really hurt big ships; missiles which cannot possibly target tinies but can cause massive damage to big hulls which cannot avoid them, and kinetics which are less than ideal against either but at least can hit small targets and cause reasonable damage to large ones.
It may be a struggle to teach the AI to use it, though adjusting role selection and the associated tactics (by changing the threat/fort/value levels to make auto-role seleciton pick in a sensible way) should be possible.
That's too bad. I freely admit that I don't know how the game files interact to work. Do you think there would be another angle that would avoid the .exe problems you mention?
Adding role prerequisites to hull types? Adding a stat modifier list that says: if X role and Y hull type are true for a ship then Z stat modifiers apply to that ship without adding overt exclusions to hulls or roles?
From what I know of the topic (which is a fair bit, since I wanted to do much the same kind of thing you're aiming for with roles and sizes), I can't really see a workable method tbh. Much of the role stuff is basically out of bounds. The game doesn't care about the roles that you give it in the xml at all, for example, and while you can change a role's targets and movement you can't impact much on how it assigns them or give it anything above and beyond target preferences and movement.
You may be able to achieve it with schema edits, but tbh I doubt it will work.