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2. Same ships fighting each other makes sense in proposed lore of two corporations of same nation fighting for control over system. But mainly the reason that ships are all the same is due to how much work it takes to make new line of them and put into the game, while dev team is not big and there are more important parts to work on.
3. The ships are classes, essentially. Their variants are done with loadouts for now. For example light, medium and heavy cruisers are made with fitting Feather Hull module (ship is built of lighter materials and has less HP), nothing, and armor/repair modules respectively. It does not change their hardpoints, so they can have the same firepower, but their acceleration and survivability change noticeably, thus giving them different roles within the fleet. Light cruisers can be in the right place at the right time, while heavy cruisers are good at drawing fire and being a threat. I myself wish too that different hardpoint choices would become available, but no dea if it will happen. Discussing on forums and Discord might help, maybe.
1. There are weapon classificaitions and weapon arcs are limited to the upper hemisphere but we currently have no weapons with more restricted firing arcs. We're considering it though, maybe for future weapons.
2. We don't have the budget to double our art work as there's a substantial amount of work that goes into creating a single ship. What we have are basically skins, and we've also planned to add some geometric "variants", like additional elements that go on to the core ship. Entirely different ships per faction are currently not planned, and I think players would prefer to see more ship classes rather than per-faction variants. But yeah, in summary, we'd love to add more ships, but we're currently limited by our budget so we have to be wise with what we do.
3. As Random_Passerby said, we have a loadout system that kind of does this already. We've discussed and will potentially introduce hardpoint layout variants at a later stage.