I just remembered one game in which i played when was small, and its mechanics. And now i have some thinkings about snubs.
While split on bombers and fighters seems absolutely okay, split inside fighters, based on core/armor and size seems slighty wrong, because it born barely usable lines of fighters.
I have think, why not separate fighters by making more big gap between boxing and turning fighters?
So maybe it would be good make kind of "space superiority/interceptor" fighters, with fast turn, fast speed, fast cruise, but with very bad strafe and with cutted arcs. Weapons for them should be kind alike of current LF, fast and burst damage dealing.
Boxing fighters should obviously have good strafe but bad turn, with big arcs but slower thrust, slower cruise. Weapons like current VHF, maybe some more things to rip small caps, freighters and transports.
Core/Size/Armor differences make inside class, but comparable between classes.
So in short, differ fighters by turning and boxing and preferable weapons/arcs, other characteristics just balance inside class.
I know, i dont have much experience in arcade combat models, just thinkings come from some sim, where fighters mostly was divided by preferable using of controlling thrust (boxing in freel mechanics), or aerodynamic (fast turning and speed in freel) mostly, while they all had light/heavy models.