First off, thank you for making and sharing this mod, Scumlord.
Some impressions I'd like to share.
The type b is okay although I don't exactly like ships that feature 4 pad tp's because they make the game way too easy.
The type a, however, is just wrong design imo. By giving only 10 missiles (5 shots total) you are basically forcing the player to pray to the rng way too soon. The initial loadout should be able to cover a wider span of time and not put you right away in a situation where you keep hopping from beacon to beacon expecting free scrap rewards weapon/missile drops and leaving every enemy behind because you have no ammo.
Rng should not be a pressing Sector 1&2 concern.
The challenge of this ship is, in one word, artificial. It's got nothing to do with the player himself but rather with how fast (really fast) can you get the rng to drop weapons for you. The Rock type A at least gives you a fair ammount of ammo to make the missile situation manageable for a good period of time.