A smaller, cheaper fab to fill in the job that the old small fab had would be a good idea.
I'll have to run the numbers and fit the curve, but I suspect it will end up around $2k-4k storage, $40/turn and 150 e/turn.
My initial analysis:
Girlinhat
++ 200 peak DPS (116 sustained)
+ Full shield coverage of everything that matters from every direction
+ Reinforced shielding protecting the guns
+ Maximum turn rate
- Below average acceleration relative to the other ships
- Below average durability (though shields will regen)
Ed
+ Almost full shield coverage
+ Most maneuverable ship in the game
+ Fastest straight line acceleration in the game (4.24)
+ Experienced captain
- Engines and capacitors are somewhat exposed to hits from all directions
- Guns are spread to all arcs, but multiple targets to give them a chance to fire simultaneously is unlikely
- 44 peak DPS (22 sustained)
- Below average durability (though shields will regen)
Dessard
+ 5/6 armor coverage plus deflectors and emissive - Toughest ship in the game.
+ Some strafe drive for good maneuverability
+ Four missiles including 2 EMP warheads for a tactical strike
+ Forward emissive armor makes the ship immune to its own missiles for short range attacks.
+ Double CnC for extra repair speed
+ Aft clamp allows scavenging for energy boosts from debris capacitors
- Missiles are slower than most ships, so surprise will be required for their use.
- 56 peak DPS (36 sustained)
USEC:
+ 106 peak DPS (58 sustained)
+ Small Fabber will allow upgrades and surprise missile construction, and salvaging of debris.
+ Massive armor umbrella provides excellent protection from the front.
+ Heavy reverse drive should allow it to keep enemies in front of it
-- No protection on 5/6 angles.
Girlinhat is the leading contender in my mind. It will be critical to strike with her excellent burst firepower and then dodge back out of range to let the shields recharge.
USEC will be the clear winner long term, if his ship survives long enough. Staying back, and putting some funds to forward-side shielding to protect the aft engines will be important. Losing them will destroy his turn rate and allow the ship to be wiped out from behind.
Ed needs to use his maneuverability to get in close, stay out of enemy fire arcs and blast away. The spread weapons will help with that since he won't need to guess the angle perfectly but his enemies will.
The gaps in his shielding will likely be his undoing.
Dessard's strategy will be more difficult. The EMP missiles can be a great asset, since they can be detonated before launch (and recharged/reused multiple times) as an area denial field for the shielded ships of Ed and Girlinhat; if they get too close, they lose their shields and get hammered by heavy disruptors while Dessard still has armor protection. Heavy disruptors may be able to pierce the enemy shields and should take good chunks out of armor, but the return fire will be withering.
In case you want to bet some quatloos on the outcome; I'm going to guess odds of:
Girlinhat: 2:3 (40%)
Ed: 1:3 (25%)
USEC: 1:4 (20%)
Dessard: 3:17 (15%)