Board Thread:Homebrew/@comment-35288763-20180820173855/@comment-454133-20180821202326

I'd find the closest analogous ship and base the cost on that, adding a few points here and there for differences in action bar, maneuvers, etc.

It's going to be tough. FFG has a very complex and non-transparent process for determining costs that is certainly not entirely formula-based, because formulas fall flat on the actual table during play. In the end, they and you will have to base cost on playtesting results.

Get some friends together, let them build & fly the ship against you in a squad, and see if the cost is appropriate for what they can do with it. Adjust up or down.

And some combinations of features could be too hard to balance... I mean, how many iterations of nerf did the Jumpmaster go through before it was no longer absurdly OP?  ;)

Sorry I can't help you more, but it's going to be a matter of best guesses refined by playtesting in the end.