X-post from reddit!
Basically i just used Hull values, total shield values, and damage and ran a regression against points. The resulting coefficients for hull, shield and damage give you a formula.
I used two types of damage values in the regressions. One was the total ship damage probability of all the dice summed (Its .75 for red and blue and 1 for black). This in effect, doesn't weight the dice at all.
The other was the inch distance for each range times the damage probability for the dice color times the number of dice of each color for a ship. Then i divided it by 10 to put it near the same scale as hull and shield values. This is an an effort to weight the red and blue dice which do indeed seem more valuable on ships due to their greater distance and versatility.
Spreadsheet is here. https://docs.google.com/spreadsheets/d/1SJAZ92a-zZule1eeKagKYk1iw-F8rHdiS9LQowGjLpA/edit?usp=sharing
TLDR; Formulas i came up with:
Points=1.13+(Shields x .72)+(hull x 1.96)+(dmgDst x 5.15)
Points = -5.6+(shields x 3.55)+(hull x 5.33)+(dmg x .694)
ISD estimated cost 99 to 107
Home one estimate 92 to 99
Resources
Other ramblings: There is so much that goes into the ships that i haven't accounted for that its probably pretty off base. The defense tokens, ship size, anti-squadron, and ship speeds are probably the biggest factors i'm not accounting for that have a significant effect on ship costs.
Other factors include the ship's arcs and the distribution of the shields and attack dice. I theorize though that they don't effect point cost much, rather just how the ship is played.
There is also probably a baseline ship that they use and tune point costs from there. My bet is its either at 25 points or 50 points. Using the sheet 3 graph, a 50 point ship would have 5 hull, 7 shields total, about 8-10 dice distributed around.