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That said there is sort of a built in classification system based on certain volume breakpoints (each tier up unlocks a new ship module slot). I don't know if it lables each tier, but you could use that for a guideline.
even when you limit the discussion to military only there is plenty of overlap between size vs displacment vs function.
some calculation of volume / tonnage x power could give a general guide. since that would give a clue as to how armoured a ship is and how dangerous a ship is. it wont usually have high armour and power signatures for no reason.
to apply that to a game, i could class the players ship stats as 1.
volume, tonnage, manouverability, top speed, armament, hit points, power signature
then when you target a ship you get easlity read details of (for example);
volume 2.4
tonnage 0.8
manouverability 0.3
top speed 1.8
armament 0.1
hit points 1.1
power signature 1.1
in this example, a a big fat hauler thing with no armour or guns but will out-run you in a streight line
it could even be displayed as a graph and it gives the player instant feedback about the ship they are targetting compared to their own.
also, i hate it when games use dreadnaught as a designation. it sounds 'cool' but is utter and complete nonsense to the point that you might as well define a ship class as daffy duck.
its treated like 'dreadnaught' indicates some massive super ship, when in reality, its just a badly armed & armoured ship thats indistinctly between a larger cruiser class and smaller battleship class while being terrible compared to either.
Going by how many modules a ship has access to would mean you don't have to worry about a certain size threshold. The game will handle that for you. You also wouldn't have to worry about whether or not the ship is being used for military purpose, or mining purposes, or some space between the two.
E-rank ships for example could be pure iron ships up to 3 modules. as its made of pure iron it cant even have generators and could only be called explorers/startingships.
D-ranks would be up to naonite and a reasonble modulecount for that time (i guess somewhere around 6-7). there we can additionally apply ship categories such as frigates, corvettes etc. depending on their performance and weapon count.
C-ranks -> trinium/xanion
B-ranks -> avorion/ogonite
A- and S-ranks wont get a material restriction but a minimum size and module count.
Take the numbered system and apply labels to them.
1 slot is fighter
2 slots is corvette
3 slots is frigate
So on and so forth.