I'm playing Career right now, I'm in a difficulty 5-9 system, and I'm packing a 1.6m ship, which I think is well above what should be needed. But the economics of combat are getting pretty funky and here's the basic issue. If I do a simple mission that rewards 20-30k, that's 80-120 hypercoils, which is, uh, ~7-10 radiators. MRT nozzle is 30 hypercoils a pop as well as the extenders being 15 hypercoils.
Ordinarily this isn't too big a deal as the front of my ship is obviously heavily protected, but a few missiles that happen to land in inconvenient locations can do way more damage than the returns of doing the mission. Even for the more difficult missions that return 100k+, these involve multiple ships, and if you get even a tiny ship with a small cannon that comes up behind you, there's no way you're making a profit on doing this due to the engine damage. Most of what the enemy drops is just steel and ammo, and selling this for hypercoils is.. really bad (not just in credit terms but also in terms of actually hauling thousands of ammo/steel and selling it).
I think that considering that almost all advanced parts consume a lot of hypercoils, enemies drop very, very few hypercoils and it makes it very hard to come out ahead if you take any damage at all in a fight other than armour, since almost everything you can't armour is a lot of hypercoils.
The most obvious choice is to put shields covering all these weak spots, but the player needs so damn many radiators, it's hard to cover all the weak spots without blowing your crew budget. And that's not even gonna cover it if we're facing something more substantial than small cannon/HE missile.
I think that enemy ships should just drop more hypercoils when they die, at least past the starter zone. Otherwise it feels like it's just uneconomical to use the more advanced parts. And although I probably could do a bit of a better job covering weak spots, "damage = reload" is fundamentally not a great experience I feel.