Haven't had much time/energy devoted to working on the system, sorry chaps.
But, I will try and outline the various 'Types' of Weapons, Defenses, and Utilities. The Type determines how it functions in the capacity it does.
Weapons: more might be added to this, but as it is, I can see Weapon Type being a combination of the manner/form the weapon takes, and the type of projectile.
For the first part, a sample list of what I've come up with: Turret, Fixed/Missile(mostly because that's about the only thing it'll be used for, and different types of missile might be better for projectile), Drones, Psychic, Squad, Ram(?).
Each of them mean different things, each of them are just generic descriptions for things that might be other stuff; a Fighter Jet Squadron would be Drones, a rift in Space Time appearing randomly at the target might be Psychic even if it's done with Tech/Magic, and a group of mages launching fireballs would be Squad, as examples.
Projectile types could include: Beam, Kinetic, Explosive/Missile(?), Magic(dunno whether this should be it's own type or split into multiple others), Mental, Incendiary(maybe?), Small Arms(???), RAM(!?!).
Why any of this? Well, partially because now Specialization can mean something without debates about whether it applies to X or not(we haven't had those, mostly because Specialization hasn't been doing anything)
Defenses would be a bit simpler, thankfully. Mostly they would come in, I think, three types(I'd like four, one for each stat, but I can't think of one). Active, Passive, and Armor(Tanking is a bit meta of a name, and regardless of the shape it takes, it's basically armor). Each one prefers a different stat, because Defense stats would affect them ever so slightly differently(maybe? or maybe they just get a little extra boost from the stat they prefer. I dunno.).
Active defenses are things like Flak Turrets, Counter-Magic, Interceptors(although those would be better as Weapons, for reasons you'll see in a minute); things that actively take down enemy attacks. They like Effectiveness the most, because it's most necessary for them to do their jobs, and they tend to be fairly specialized.
Passive are things like electronic countermeasures, invisibility magic, cloaking devices, chaff pods...they make it harder to hit the airship in the first place, basically. Versatility is their favored stat, as something like that tends to be just one or two of per ship, so you want to make sure it applies.
Armor is fairly obvious, though it can include things that aren't; force fields, damage absorbers, and the like. Basically, the ship was hit, and now this stuff is reducing, using, or just plain taking the damage instead of the Ship itself; Durability is obviously what they like most.
Specialization, as applied to any of these(still not sure if Defenses should just plain have that as a stat, or to use Effectiveness as a facsimile), is mostly for special abilities and the like; self-repairing Armor, Projectile attracting and subsequent consumption Passive, damage returning Active...
Oh, and the big difference between Weapons, Defenses, and Utilities: ask yourself: is it Proactive, Reactive, or simply Active?
Utility Types, unlike the other two, are mostly just descriptions of what they do, as there's gonna some basic ones that we can get out of the way: Engines, Repair Bays, Engineering Bays(or Sectors, or whatever), Sensors, Power Plants, Construction Bays, Crew Quarters...
These can be combined, as well, depending on the fluff, which can be beneficial or harmful in some ways.
Example; You could have one Engine, one Repair Bay, and one Power Plant, or three Drone Reactors(just needed a name; combination of the three modules) with 1/3 of the capacity each. If one gets destroyed, in the first example, you're either dead in the air, unable to fix yourself quickly, or out of power; all dangerous, but on the other hand, your other capacities are unimpeded. In the second example, you take a hit to all three, but you still have all three, to some extent.