No, because here's the thing: We have, at present, no capacity to BUILD a decent ship, while we have the weapons (Basic versions, for sure, but they exist) and equipment to put on them. Having an armored hull with refined crystal manufacturing and a preexisting shipbuilding infrastructure would give us solid benefits across the board. Yes, marines will need some love sooner rather than later, but as of right now they have functional weapons and transport that is good enough. If anything we need a better "dinghy" for them, and soon. That said, I predict that using these starting turns to build infrastructure without any competition will be extremely useful. Follow up with some developments to aid ground forces and we'll be set.
Basically, if we have a midsize combat ship hull designed, we can, if my understanding is correct, design assorted other devices and mount them to it at appropriate build costs. We'll need the dockyard to actually build the thing, and we'll want crystal-production refinements to make it simply better than the enemy's equivalents.
So, design a medium dockyard with two production lines (One for warship hulls and one for the future/additional warships fast), design a warship hull with no trimmings right now, but adequate mountings for various weapons and crystals, and a crystal-production facility capable of producing crystals that are MUCH more efficient than what we have now.
Sound like a pre-game plan? Note that we'll not be using ANY revisions or that fourth design. This gives us, I believe, 11 dice to spend on advancing projects. That should be enough to have our basic projects done. If we start by designing the dockyard, spending our two remaining dice first turn on the project, then designing the ship, finishing off, if possible, the dockyard, and then designing the crystal facility, we should be in good standing at the beginning of the game, with a stockpile of materials to boot.