The overall ship component size concept needs to be re-evaluated. Presently, the same engine or weapon design changes size depending on the hull you use it on. This I find confusing and illogical.
Sad but true. If the sizemod makes sense for some components, it doesn't for all components. Like it's already been mentioned, it's ok for engines and defenses and life support. But for weapons and sensors and the special modules?! Gah. Worst than that though is the special modules being affected by miniaturization - a mini colony module?! And even worst, all special modules being the same size as early weapons... how stupid can that be?!
Costs are also ludicrous. Ion Drive being cheaper than HD/HD+? Between 2 IonDr and 1 ImpDr, it's almost a no brainer choice... Armor Plating seems way too cheap. The costs for PtDef/PtDefCb don't follow the standard same-cost routine. And the special modules, those are funny. A trade module, which isn't much more than a cargo hold, is more expensive than a colony module (which is supposed to have all the facilities and resources for an initial colony - with all its manufacturing and research capabilities), a mining module (with all the mining gear to start a mining base), or a troop module (with all the transportation and landing gear, including the tanks that we see in the ground combat screen). Then there's the Constructor module, which costs 70, and builds starbases... yep, those huge beasts, for 70bc, while a huge hull costs 320 base.
thats another unbalance that tends to keep a balance..
It's more of a non-sense to keep from having too much work
weapons shouldn't have a sizemod.
I suppose they never heard of hard points, as a way to keep weapons(/components) in reasonable numbers...