Very nice. I like that you kept it simple rather than getting all complicated like our previous conversion efforts did... the new rules also look entertaining and fitting for the setting. Your relatively low shield ratings and longer ranges should also help keep games fairly short (a problem I've noticed with my fleets is that things tend to drag on and on... particularly if the Imperials are involved).
Just for comparison, here's my most recent version of the Lunar (I did 4 versions of the Imperials, then decided I disliked some elements of the 4th revision and combined 4 and 3 into v3.5, which I think I'm sticking to):
Type: Lunar-Class Imperial Cruiser (278)
Hull: 8 7 6 5* 4 3 2 1
Engines: [TL0] 4 4 3 3 2 2 1 1
Shields: [TL0] 5 5 4 4 3 2 2 1
Weapons : 1:[VWXZ], 2:[VWXZ], 3:[VWX], 4:[2WX], 5:[2WX], 6:[2WY]
Weapons
Battery V: Lance 30 TL0, 1-2/3-4/5-6, 1/4+/1/1
No Range Modifiers, Ignores Shields
[C] [C] [D] [D]
Battery W: Battery 30 TL0, 1-2/3-4/5-6, 1/4+/1/1
[C] [C] [C] [C] [C] [C] [D] [D] [D] [D] [D] [D]
Battery X: Torpedo TL0, 1-6/7-12/13-18, 1/4+/1/1
Double Range Modifiers, Slow Firing, Piercing +1
[G] [G] [G] [G] [G] [G]
Battery Y: Teleporter TL0, 1/2/---, 2/4+/1/1
No Hull Damage, Ignores Shields, Continuing Damage, Carronade & No Range modifiers
[ABCDEF]
Battery Z: Turret TL0, 1/2/3, 1/4+/1/1
No Range Modifiers, Fighter-Exclusive, Anti-Fighter //this weapon design follows from the fact that bombers are flight size 1 with speed 4. Under other circumstances, it would be quite useless. As it stands, I'm not entirely convinced I shouldn't upgrade the range to 6 if I want it to actually work.
[ABCDEF] [ABCDEF]
Special Equipment Equipment Tech Level: Individual TL
Armor Plating :