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Your linear acceleration somehow doesn't kill the crew despite scary 15G, so clustering the crew around center mass and maybe dropping mass ratio a bit should help - most my ships have faster turnabout and their crews are fine.
Also, one more thing - more radiators. With just two for powerplant the ship is easy to knock out.
Both ship and missiles have durability problems. Armours are paper-thin (mind you, my own ships already have thin armour compared to nearly everything else), so missiles are easily stopped even by stock lasers and ship gets penetrated or flashed easily. The ship also acheives very high mass ratio using dense propellant concentrated in few large tanks, so penetration will send it into rapid spin - with crew spread along the axis it'll kill everyone - even just turning with nearly empty tanks kills 2/3 of the crew. Coilguns are respectable, but the PD as a whole will let even unoptimized missiles through. Lasers suffer from inefficient cavity. The launchers are underpowered and unusable in combat - you can spend 2GW on lasers and that's more than any of my ships even has - give those launchers some juice. The missiles also have relatively low acceleration - gimballed engine missiles need *much* higher acceleration than their target to overcome dodging.