I like the idea of the interior of the small ship, so I doodled some potential doors/walls.
Added some walls/low cover for the little one. I made the walls too big, so I'm going by the smaller L-shape for the walls (since it lets Huges by) and the two spots where the ships nearly touch the wall would be beveled corners to let movement through (but not LOS).
A thought: for the rising starship on an elevator: maybe it could be made skinnier by one row, and have something like speeder bikes, or cargo sleds, and offset, so a huge can stop on the other side of door (J,K 6,7).
In terms of long LOS.. on the only long ones are a V-shape around the small ship, which means you have to be pretty exposed to take advantage of them, so not a big deal. a good amount of doors makes other long LOS very hard to pull off without multiple overrides.
In such case, the RHS has faster an easier approach to gambit..
Current Suggestions:-maybe move the door at (28-29, OP) down 2 squares the corner of the wall {to get to gambit is now a slightly longer trek for RHS, more balanced}
-ensure that huges can travel from the possible start locations to gambit (start locations marked by red Xs) {all huges can squeeze into a 2-wide space, but need somewhere to stop that is 3x3}
-have a similar hiding spot on the LHS for commanders in the setup zone (like a storage closet)
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That's about all I can think about,I'd love to hear what Brad has to say about it.