Well I did give the EuroFeds a -1 tech modifiers for engines. OTOH they got a +1 mod for special equipment. I went for fluff'n flavor instead of everyone's mini-max favorite of +1 weapons/-1 equipment.
Regarding close-in weapons and the NHD and MRRP "abilities" I agree with the provision that weapons with those attributes may not fire on fighters; otherwise the potential for abuse would be staggering. If you take a RMG3, TH 3+ ROF-3/PEN-1/DMG-1 weapon at standard tech levels it'd cost 8.0 SUs whereas the same weapon with NHD and MRRP would cost 1.7 SUs. I once designed a ship with such weapons with wide arcs (something like ABCD, ABCE, ABCDEF, etc) and I thought I was really smart ... until I re-read the rules .
Currently my favorite anti-fighter weapon (aside for battlesats- I just found out they are pretty effective fighter killers) is as follows : RNG3, TH 3+ ROF-3/PEN-1/DMG-1 with the 're-roll to-hit dice" ability, coupled with all-round coverage with overlapping arcs. They are particularly effective when mounted on small escorts.
Going back to the new EuroFed ships, I like the new designs -both aesthetically and the S:X stats. I would have put more fighters on the Umberto carrier, just to put it in the same league as the carriers from the other powers, which carry hordes of flights.