You'll change your mind later if you try and build the Thunderchild Mk2 and the bean-counters tell you they don't have enough production to build that in a decent timeframe and the Galileo-turned-main-cruiser that has had much higher orders than expected because it makes up a solid part of your fleet composition. So it's not like there's no downsides. It is still a choice. But if you're working from a set of priors that doesn't weight that possibility very highly then the logic makes sense.
*nods*
That's fair, and it's right that it's not literally costless but... if we can pump out the "I Can't Believe It's Not a Constitution!" for a significantly lower cost but almost the same combat ability... we're not going to need another dedicated slugger until we design our next explorer.
This is supposed to be a sucessor to the Curiosity, remember. Which filled the roles of SCIENCE! in peace and rearline vessel in wartime. Not a frontliner. I am scratching my head in confusion as to why you want tops on a very sluggish hull and practically interpret the design brief in ways it wasn't meant to be read imo.
Because it's a massive upgrade in capability we want, on the same number of hulls, without majorly effecting build schedules or anything else? It would massively increase the ability of Starfleet to resist a Klingon invasion, a very real concern in the period we're moving into? Like, you realise the amount of SCIENCE! we can fit into these ships will be identical whichever weapons loadout we go for, right? So will the number we build, by word of QM.
There's no reason to treat the minimum performance set out by the brief as a maximum when we can do massively better after having apparently found an amazing sweet spot in cost and effectiveness.
It's like, yes, you're right, we were trying to design a family sedan, but somehow serendipitously we've found out we can also make it able to fly for a very small price increase. We can either limit ourselves to our initial idea and produce a decent sedan, or completely upend the automotive market by producing a flying car that shoots lightning and cures cancer, and make one morbillion dollars.
I definitely missed this somewhere but in my defense this thread is busier then all of my work inboxes put together. What does Infrastructure measure? Like the shipside power supply and backend for non lethal systems? Something external to the ship? Something obvious I'm not thinking of?
How much we can supply crucial subsystems to produce this ship in parallel with others. In practical terms it does not matter much outside of wartime, and won't effect the order size for this ship. It would limit the maximum rate we could build these and other ships at the same time, or our ability to commit to another capital ship whilst these are still in full-rate production, but neither is super likely. Also in wartime we'd probably just stop building these altogether and build more cost-efficient but limited escorts.
So the way you can look at it is... it uses up a fair chunk of our armaments production, but in peacetime when we're not doing a lot with it anyway.