1) yes--attacking a ship with Directional Defences where their defences are weaker--for example, attacking a ship with Directional Defences (FF) in the SAE C/D/E/F arcs, or attacking a ship with Directional Defences (PS) in the SAE A/B/E/F arcs. Those arcs give a one-left shift to the attack dice, so a Strong fighter flight attacking in those arcs would receive a +2 modifier.
2) I'm not an expert here, but I believe it's the latter (from numerous times I've seen cricket rule on fighter attacks, they've always attacked at range 1, and I can't see why SNE drones are any different). Of course, along comes someone to tell me I'm wrong...:)
3) I'm not sure exactly--I'd have to consult my copy to give my answer...
4) Unfortunately, I think the current rules make it unlikely. I could see additional multipliers to expand the three choices (i.e., somewhere around a x0.6-0.65 for a Very Slow, a Very Weak or a Very Fragile fighter), but for actual customisation, I think you're unlikely to see the ability to install a Double Damage weapon on a fighter flight, for example.
Maybe we could have those additional 'levels' for fighters and a fighter conversion process that allows anyone to convert a SAE fighter to a SNE fighter? I'm not sure if it's possible, but it could be interesting...
5) Apart from the early conversions, I now exclusively design weapons in SNE. Mostly it's a case of using integers for the BAS, but for flotillas I tinker with the BAS for smaller weapons to get roughly similar SU figures for them--hence, for example, my current setting had a flotilla-based weapon with a curious BAS of 0.668 (as it gave me a SU figure almost exactly the same as another weapon).
One of the main issues I've got with SNE is that I liked designing really low-tech ships, such as my Assyria Six setting. For quite a few weapons I used non-piercing modifiers to show how bad they were. Of course, nowadays I can't do that, and the ability to depict the Grome or Hurr of a particular setting is slightly diminished.
:idea: I know this won't really work (as I've only had this idea for a couple of minutes) but how about a range of negative weapon traits that can model really low-tech weapons? The second has been lifted from SX and the first is simply an extension of the current system but the third is a new addition:
1) Inaccurate: Weapons only hit on a roll of 6. Multiplier x0.5?
2) Must Re-Roll PEN Dice: Must pass the PEN roll twice for damage to count. Multiplier (not got an idea, but the SX version was x0.3. Of course, with there being three defence systems, maybe this should be a x0.5?)
3) Unreliable: After the attack has succeeded, roll a d6. If the roll is a 5-6, the weapon 'fizzles out'--no damage occurs. Multiplier--again, no concrete idea, but maybe a x0.5?
Yeah, maybe not, but my mind refuses to let go of an idea and I might as well let it into the world to see it get ripped to shreds...