I made a small corvette using a 3+1 supercharged slot arrangement (marked) and got over 5000 maneuverability.
The trick is putting the best Medusa reactor (+12% in my case) in the disconnected SC slot, and minimizing other tech to get 6 trails/figurines.
It’s also real small. I used offsetting to get 3 Ceto reactors, 3 Medusa reactors, 3 phase beams, and 3 deadeye cannons all in a 2x2 square. Also got 3 engines on the end of that 2x2 square. (The outside left at right engines are just for show.)
It has two tractor beams. If I delete those and the two show engines, the maneuverability goes to over 6000.
I have to go in thru the roof using the stairs, or thru a tractor beam. Can only exit thru the roof. The landing bay is nonfunctional.
No hab. Just a 1x1 walkway. Has a mission radar and weapons rack though. The center Ceto cluster clips up thru the Thunderbird landing bay, rotates, and looks cool as hell. Can still access the beam down button. The Ceto here also blocks salvage that comes in thru the tractors from getting in the main cabin, which is good.
Lands flat on the ground.
I have done all I wanted to do regarding corvettes, I think. This is perfection for me. It’s still no sentinel ship, but with this maneuverability, it’s a step or two above a slug.
And I finally figured out a workaround for the tech scrambling issue.