I'd like to turn them into non-player ships, but I'm not really sure how to do that yet.

Slow lumbering cargo ship equipped with an omni laser and ICX defense turret, should be sufficient to ward off most attackers in the Eridani system giving the player time to purchase a deflecter. Uses plasteel armor on the broad sides and ceramic armor in the front and rear.

Nimble mid-range ship with a trident cannon and class 1 deflector standard. Comes equipped with heavy titanium plate all around.

Fast although somewhat difficult to maneuverable gunship equipped with fast-fire laser and class 1 deflector. Heavy titanium plate all around, although I'd recommend upgrading the front armor segment as soon as you get the chance as that's where most of the damage tends to fall.
All ships come with 40 frames along with their own shield, armor and selection menu graphics.
Constructive criticism is welcome.
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I've pondered the idea of making some armor segments of these ships nonCritical, since with that setting the ship will continue intact, even after the armor is depleted, for some unpredictable amount of time before taking hits in those areas will destroy it. While some portions of the ship are obviously critical: the bridge/cockpit, drives, etc... Other parts, like the cargo bay or "wings", just don't seem critically important.
For example, looking at the Templar, it has the bridge up front (which is narrow and hard to hit), and the single engine in the rear. So the front and rear segments are obviously critical, but I can see it taking significant damage to the wings on either side without anything exploding.
The other two ships have engines on either side and the bridge up front, so those sections are critical, but the rear segments are only protecting the cargo bay.
Of course, creating nonCritical sections for player ships would be totally unbalancing...
It would be cool if the nonCritical setting would define what happen to the ship when taking damage there without any armor, such as damaging cargo or causing a massive drive-overloading explosion.