After extensive design and testing, all weapon and auxilliary systems are now installed and the McKenna is ready for armour design and placement before being given the production green light.
The designs primary weapon system is a massive complement of 48 Heavy Naval Grade Particle Projector cannons, with massive range and damage output, these beasts will ensure the McKenna is capable of dominating in any engagement, installed in banks of 12 weapons, one is dedicated to each broadside, with an additional bank covering broadside to the aft quarter.
Unfortunately the massive heat and energy requirements of these weapons required the ROF to be scaled back to one burst every 40 seconds.
Particle Cannons firing during weapons testing
Secondary weapon systems feature :
12 Naval Autocannon, featuring a rof of 225 massive shells per minute, and large ammunition magazines provided for each weapon. (Frontal turrets may maintain almost 4 minutes of sustained fire, the aft approximately 2 and a half minutes). A system of conveyors and lifts provide the endurance minded captain the option of restocking depleted magazines from the ships cavernous quarter million ton cargo hold, though caution should be taken to avoid this measure during an engagement, as the process even with a well drilled and motivated crew takes just under an hour.
12 Naval Laser systems, with long range and adequate damage properties, these babies let the enemy know the McKenna is still there whilst she waits for the PPC batteries to cycle back on again.
3 Tactical Weapon systems, each including two AR 10 naval missile Launchers and a point defence system.
(In battletech terms, the AR-10's are the only weapon system on the McKenna capable of easily targetting objects below 500 tons, the additional pd (flak cannons) is intended to represent this in Battleships Forever terms)
Also of tactical note, the latest innovations in star league navi com technology, coupling with the already existing lithium fusion battery technology, has allowed the desperate or wily captain the option of rejumping to a slight deviation of his current co-ordinates.
(Dieterling device, I made the recharge slow as possible, but you should keep in mind that for a canon btech vessel to recharge her jump drives/lithium fusion batteries can take around a week sitting pretty with an extremely fragile and vulnerable solar sail deployed)
Coming in at 1,930,000 tons, the McKenna will be the largest combat jumpship deployed in the navies of the star league, in order to protect this expensive asset and her cargo of 6 Dropships, launch and storage facilities have been installed for 8 squadrons of escort fighters
(Fighter capacity is 48 to 50, 5 demeter launchers cover this aspect)
Well, 2 thirds of the way there, all the weapons are performing as I would like them to, though writing this has made me consider playing with the custom stats on the demeter launchers to see if I can make ver fighters as much of a threat as their battletech versions. She doesn't like asteroid fields, but that's to be expected on a vessel almost one and a half kilometers long massing almost 2 million tons, if you put this baby through an asteroid field and survive, you deserve the damn performance review
Anyhow, back to it : Full speed ahead, and damn the torpedoes! 
If you make it idiot proof, they'll just build a better idiot.