Horizon is right, I came across this during my work. Space stations in general are weak against WB due to their defence status. IMO most should have AV 6+. Also defences typically are underrepresented in games, so I thought that cheaper defences, or more points for them is more appealing.
An aside from this, the scenarios system is terribly broken. I was working on a solution towards the end of my work, based on using solid points values for each player for each game level.
From a basic standpoint, I planned for scenarios to work thusly (and possibly all regular games, comparable to WH40k [at least in 5th]).
1. Both players agree on a number of points to spend on their Battle level fleet.
2. Each player designs the following fleets:
i. A Battle Fleet up to the number of points agreed by both players. This fleet must include a Fleet Commander (I don't remember exactly how I planned for characters to work in this)
ii. A Raider Fleet comprising of 1/2 the points limit for their battle fleet.
iii. A Planetary Defense List equaling 1/4 the battle fleet points
iv. A Transport fleet equalling 1/4 the battle fleet points.
Note: Players will not necessarily use all fleet lists for their game. They must be able to provide the vessels for either core fleet along with their planetary defence and transport fleets simultaneously.
3. The players choose a mission (there were a number of possibilities of how to do this, and I'll list the two I liked best at the time)
Note: Missions were divided into three categories--Raids, Hybrid, and Battles. Raids are where both players use their smaller fleet list, Hybrids were where one used battle and the other raid, and battles of course had both players use their largest fleet.
Option A: Players roll dice to determine which mission is played.
1. They begin by rolling a D3 (or possibly 2D6 with increased likelyhood for raids, then battles).
2. They after determining the type, another dice is rolled for specific missions. (Players can possibly use a 'Re-roll' to have the specific mission type re-rolled)
3. Players then continue to mission specifics.
Option B: Players use cards and attack rating to determine scenario.
1. The players first begin with a stack of cards each representing one of the 12(?) standard scenarios.
2. Each player removes 1 card for each point of attack rating of their fleet. I.e a fleet with attack rating 2 could remove 2 cards. Players may choose not to remove any cards.
3. The cards are shuffled then one player draws a card randomly from those that remain.
Scenario set up:
1. Set up terrain as normal.
2. Players determine attacker and defender using an AR roll off.
3. Determine table edges.
4. Set up as mission dictates. note: players may be required to use their planetary defence force/transport fleet.
Victory:
This was a bit complex, but I imagined some sort of Victory Point system scaled according to the number of points of core fleet on the field. Probably 1 for every 250 points. Conceptually a convoy mission with 2 500 point fleets would require the defender to get 4 transports off the table for a Major Victory, 3 for a Minor victory 2 for a draw etc. Of course this was a bit guesswork.
Anyways food for thought. Scenarios are a big deal that were rarely used. If I do anymore work for BFG:R it would probably be a set of standard scenarios since they could be used without alternate rules and wouldn't take long to make.
Note: Transports should have points values, but I understand this may seem unsavory.