Celebrim
Legend
Well, to each their own. I'm still holding out for Voidrunner's Level Up version of ship rules, but I have no problem with Wildjammer/Dark Matter's take in principle. I do make my own adjustments, as I do with most things.
I had very bad experiences with two different scales that don't interact well. Invariably, you can't keep apart scales like that. Players at character scale will want to fire off fireballs and lightning bolts at mega scale objects, only to find that by the rules they are unable to do even a single point of damage. Players will want to fire mega scale weapons at player scale objects. Large character scale objects are as big as small mega scale objects. You can't have a cannon that does 300-1200 damage in D&D. It just won't work. Even the rules suggest that you'll need to make mega scale variants of character scale monsters, but how is that going to work? How will the players know they can't shoot arrows at the red dragon, or can't shoot cannons at it? The dynamics of the encounter drastically change depending on the arbitrary artifact of scale the GM has chosen for the encounter, something that is external to the game universe.
The only thing that it gets right is that with vehicles facing and direction matter in a way that they don't in at smaller scales. And it does offer an easy solution to that. And the refreshing bulwark rather than DR does have some interesting features but it appears to have been borrowed from systems that have shields and while shields offer some tactical depth that armor doesn't necessarily, I'm not sure that it feels right. I feel like it's one of those systems that works only for a narrow set of assumptions. One of those assumptions appears to be that spell jamming ships are designed badly.
Aside from that, it doesn't run off the skill system. It layers a second class and skill system on top of the existing skill system.