... I'm guessing you haven't been playing ay of the PVP-only games released these last few years, they've all been going exactly opposite of what you claim.
When you post a bad guess its likely to be wrong, which it is. Its never a great idea to start out a post by being wrong.
Its a pay to win game. Avorion is not a pay to win game, the developer gets his money upfront.
I also played WoT for some time, and I've got several lines to T8 or T10 in world of warships. Here is an obvious point about WoWs, there is no point grinding any shipline in that game, unless you have some desire to play T10. The premium ships, which anyone can buy and use, dominate win/loss. See asia.shipstoday set it to 2 weeks. Clemson, Fiji, a few others are worth grinding, but most of the top ships are pay ships, that are accessible to any walletwarrior. The only bad ship in that game is the flint, but there has to be some reward for being the best.
Choosing railguns is not a point of honour or a moral decision. This is a hilariously poor line of reasoning. That is an efficiency decision and one that is so frequent that it benefits the counter decision of defending the ship primarily against railguns.
I have a xan ship with some og and trinium armor. 120k hull hps, 350k shield hps, ie perfectly fine for PVE. Max thrust 57, max brake 16, yaw 0.26, pitch 0.11. max v 1167
All of the outside armor pieces (7 visible) have more than the 120k hull hps. I leave the engines at the rear open for aesthetic reasons, presuming that I'm good enough to not face them to a railgun strike or if they are it would be an oblique and thus very small target, the sides of the engines are armored.
I've just redone it as a hull tanker. I replaced my 2 exceptional shield subs with 2 generator subs, removed the shield generator , thickened all the armor plates till their values were 50k, and made the overall hull hps 500k, so the armor plates all have 500k hps vs railguns (10x ifg bonus to hp).
I added extra drive and thrusters to preserve the performance and as it turned out it now has vastly excessive generator and could be made to perform better than my shield version (the triumph of thrust over mass), or I could further thicken the armor and raise the hull hps within the same visible profile (take the same percentage of hits/misses) as the shield ship. The drawback for that was requiring more crew and a little more crew quarters (thrusters are crew heavy). I expect that on the same generator and same resource budget than using shields, but I decided to make this a first pass rather than a carefully tuned example, since my shield unit wasn't carefully tuned either.
Since it has no shields anymore and does not allow multiple block penetration, there is no benefit for shooting railguns against it. In fact other weapon systems might be more effective, since their bonus figures might be better for raw damage instead of only being applied when successfully defeating blocks.
ie if I don't accept that railguns are broken, I can easily make them one of the least successful weapon systems against my ship. IMO the actual issues are,
- that ifg bonuses aren't shown ingame
- armor can substitute for hull
- armor area can substitute for armor thickness
- hull outside of armor can count for full damage multipliers even if it didn't have the hitpoints to begin with, which makes it impossible to layer a nice visual design outside of a central armored citadel without giving up excessive survivability
- ai sucks and thus pve even on hardest settings does not resemble pvp.
See above, where changes to the ship design pattern renders railguns non optimal.
it is possible trivially to design out railguns vs your ship if it lived in a PVP context. The issue ingame is simply that its aesthetically awful. Its a borg cube.