Well I went back to the planning board and figured that I just have to set some house rules regarding hull points usage if I wanted to make some sense of the ship roles and fit the largest vessel types into my fleets.
So basically tiny ships stay as fast attack & patrol craft and small hulls stay as corvettes or escort craft. But on medium I figured I could restrict the frigate types to use only 75% of the available hull points. That way they stay slightly above small hulls and benefit from the HP pool of the medium hull. Then the destroyers use all the points afforded by the medium hulls. This way I can either make both equally sturdy/brittle but up the firepower of the destroyers or give both the same firepower but make the destroyers slightly sturdier.
The large hulls are also split in two with the light cruisers again using around 75% of available hull points. Like with the corvettes and frigates, this makes the light cruisers only a bit larger than the destroyers but gives them the benefit of larger HP pool, making them more suited to solo operations when the frigates and destroyers are definately dependant on staying in squadrons. After light cruisers there are naturally the heavy cruisers and the light carriers, both using all the available points.
A similar duality exist in the huge hulls. Again battlecruisers use about 75% of the capacity while carriers and battleships use it all. That difference of 25% works damn well with the huge hulls, usually making the battlecruisers as formidably armed as the battleships but with weaker armour.
Of course this still doesnt completely make sense of the AI ship classes encountered, but the contrast isnt as great as it was before. Now the explanation that the vessel types are classed after the purpose of their mission instead of their size makes more sense.
All in all this means that my shipyards have even more variety and ships to choose from.
