I've thought more about this, and come up with what might be a better solution to the technology and shield issue. As technology increases, it's base damage or protection should also increase. As is stands now, a level 1 does 0 to 1 damage, where as a level 10 does 0-10, and since you only roll once, half the time ten level 1 weapons will do more damage than a level 10 weapon. This does not seem fair, especially not with shields. A really high technology shield should defend better against level 1 weapons than level 10 weapons, even if there are a ton of those pea shooters. How about something like this: min = L*6 - 8 ; max = L*6
Level Min Max
1 1 6
2 4 12
3 10 18
4 16 24
Now, three level one weapons can do 3-18 damage, but a level three weapon will do 10-18. The higher technoloy isn't more powerful, but it is likely to do more damage. Also, rolling for each shot would make things a lot more fair. This would make a huge tech difference powerful, but not impossible to beat. A fleet of x-wings could still take out the deathstar, but it'd become much less likely
Surprise attack: I meant something like what fox said, if you move from outside their sensor range into an attack -in one turn- they're caught unaware.
Cloaking would be similar, as well as 'sensor masking'. A cloaked ship would get a surprise attack the first round, unless the enemy already had a surprise attack and then no one gets a bonus. 'Sensor masking' would be similar. If they attack they get a surprise attack, but if you attack them no one gets a surprise attack. Basically, they'd be invisible until they got within visual range (1 parsec). In both cases, the ship would be visible for the next turn, before disappearing again. Cloaking and Sensor masking could have 4 levels as well, and each increased sensor tech allows them to be detected.
I really like the reinforced hull idea, you sarcifice some internal storage space and just add some more bulk to the ship.
Thanks for the discussion. I'd love to see any of the suggestions added to the game.