Honestly the real issue with the idea is that it's not fluffed as a generation issue ---entirely reasonably since compared to the warp drive the entire rest of the ship's power consumption is basically a rounding error in the output of the Matter-Antimatter Annihilation reactor---but a matter of power transfer, that is, being able to move energy out of the reactor and into the phaser.
Hense why the numerical solution I proposed earlier involves more than a single metric, as more than a single metric is involved in that kind of limit.
So for example, if we say that the current phaser banks take 1 energy each, and the Warp 8 core has a baseline of 1 energy plus 0.5 per 100 ktons rounded up, then we arrive at most of our current ships having something in the ballpark of 2 phaser banks being able to fire; and we can infer that the non-upgraded Mark I phasers must have less power consumption and the Warp Seven engine less generation, without ever having to specify exactly what those numbers are. Simple, intuitive, and logical based on the Watsonian reasoning, and easy to modify in the future.
Obviously this is a "small number" example for ease of math purposes; one might want to run slightly larger values to allow a little more nuance with technical progression.
So I wanted to briefly reply to this - in this post and others you've sketched out a system where we have like, a power budget that we spend on various systems.
Basically, I think this is great, but the reason it isn't going to go forward is because it would introduce more complexity to the system than is desired. That is not a criticism of the system in itself - just that it's not quite the right fit for this quest. If you were going for a system like this, then for one thing, the whole way we structure votes would not work because every major system is drawing from one pool of power - you'd need to make decisions on shields, weapons, and engines in parallel because everything effects everything else. That's much more similar to how something like IDK,
Aircraft Design Company structured things, with a much more crunch-heavy system. But it's not this Quest, with its seqential voting stages for different systems and relatively low barrier of entry.
I do hope though that this new system addresses what I know was your primary complaint (and one I shared) - that bigger ships which should obviously produce more power don't have phasers with any more oomph. That hurt verisimilitude and made it feel that in hewing to TOS/TMP aesthetics we were somehow losing out, and I think this addresses it fairly neatly without adding too much extra complexity. Plus, free extra damage on this design!
So first thought, that ship looks amazing. One of my favourite so far. Others have looked charming, or sleek, etc. Absolutely. But this thing just looks -cool-
Second, as a game abstract making phasers do more damage on bigger ships work, but I think at that point I would instead prefer being able to choose our power supply instead.
Does this ship devote five decks? Seven? Ten? Does it cost a standard amount and leave standard room for modules, or have we made a tiny ship with an oversized core with powerful shields, weapons and no room for labs? Is it a large engineering class with minimal power output with purely defensive strength phasors, but lots of room for cargo and engineering?
Because if they are all using the same core, it makes no real sense for big ships to do more - if anything it would do less because the power has to travel further before being used.
Realistically the issue this is not done is because it would be a nightmare to draw a whole new warp core every time we wanted it to take up more or less decks. Having a single art asset for the warp core which is "plug and play" so to speak is the only practical solution. There is no reason we could not imagine that the cores for larger ships are a bit thicker in a way which is not shown on the MSD, though. That's one rationale.
As another factor to consider, it's worth noting that ships use fusion reactors as well as the warp core. These are what power the impulse engines, and in ships like the
Galaxy they can demonstrably also power the phasers and shields at combat outputs as well. In some interpretations/sources, it's even stated that the warp core only powers warp drive, and impulse engines power everything else - this is not the interpretation the Quest is going with, but it does show what a big deal impulse power is. So a bigger ship with a larger saucer is going to have more fusion reactors to feed into phaser banks, up to the limit of what that phaser architecture can handle - this is fairly well-established canon.