[ ] Stellar Dynamics (+2 Science)
[ ] Chemistry (+2 Science)
[ ] Extra Crew Quarters
[ ] Cargo Bay (+3 Cargo)
And finally, we get the capstone modules.
This is genuinely a rather difficult choice (kudos, Sayle, these all largely sound quite useful), but I think I'll have to laser in on two particular modules, with one module I wouldn't mind winning.
Stellar Dynamics means we can use this ship, while it defends the borders of the Federation, to find more strategically important spaces (whether that's potentially resource-rich moons or asteroid belts, places we can set up defenses or listening posts, or finding
enemy listening posts and bases), and do what needs to be done with them. Crew Quarters directly impact morale, allowing us to stay out for longer rotations with a fresh, battle-ready crew at high morale (and I'm sure one of them won't mind sharing a room with the ice cream machine
), and that's something you can't often measure out so precisely.
I could definitely see a cargo bay being useful, so I wouldn't mind if that won over either of the stated modules, but my votes are going to be Stellar Dynamics and Extra Crew Quarters.