And mine, especially as most of my settings have them. I could have taken the coward's way out and said that, since most of my settings are meant to be self-contained, that it doesn't matter, but I would always feel that it wasn't 'right' somehow.
And, besides, one advantage of having to tackle everything again is that before the Great Carronade Re-Ordering the light weapons I had weren't great at attacking even lightly-shielded vessels--now, they don't possess the NPr trait and are thus better. I also stopped using the multi-weapon mount rules--well, for most weapons anyway--and it does make the maths easier. I even improved on the missile weapon and have a weapon that is effective at all ranges and has a mode that gives them a hefty punch close-in. It might lose the 'cluster of weapons' feel the earlier designs had, but it's not too much of a sacrifice, especially as they still have a respectable number of weapons.
There's a lot of thought going into the setting--there's an attempt to have multiple FTL systems, for example, and in-universe explanations as to why some weapons can't be used on certain hulls. It does mean a few equipment options have been co-opted--for example, Ionized Hull for certain vessels actually replicates a Q-ship, while shields of 5 and a shockwave replicates a side-effect of something else.