Fair warning, I only have about 50 hrs with the game so my understanding of it is only so complete. I feel like I've hit the limit of enjoyment I can squeeze out of the game for the moment, so here's my critique and analysis. From the perspective of someone who studies game design.
Components such as thrusters & especially guns of all kinds have disproportionately high health values. The amount of health they're assigned seems to scale with regards to the number of tiles that given component occupies, but disregards the likelihood that only 2-3 of these tiles are going to be exposed to gunfire.
This leads to oddities like a heavy laser having 6k hp per exposed tile, distributed evenly. Without ablation, this makes guns the best armor by a drastic measure and encourages an unsightly and unthoughtful strategy of unconditionally pointing as many guns at the enemy as possible.
Guns being as tough as they are rarely lends value to any strategy short of concentrating fire on whichever critical system is least defended.
I would solve this by drastically lowering the HP of all guns and likely several other components like thrusters.
Maneuverability is not competitive! Unless a given ship has totally skimped on giving its ship maneuverability, there's little value to specializing in it because of just how easy it is to track another ship by rotating in place to keep them in front of your shields, guns and armor.
It is effectively impossible for most matchups to solo flank an opponent. You can flank an opponent with the help of an assisting ally, but then maneuverability is far from a prerequisite.
I won't pretend to understand how you'd fix this on a technical level, but I would start by making it harder to simply rotate in place. As it stands, I strongly feel that the game suffers in creative diversity for it -- it contributes to the same all-guns-forward meta that I consider a weakness of the game.