I was thinking about changing how crew quarters worked, making them Supplemental Facilities rather than Essential Components. Essentially, every hull would automatically have enough crew space to handle its normal complement and additional crew quarters would mostly be about increasing ship Population beyond the normal maximum.
Here's a quick sketch of how the components would change... they haven't been playtested or balanced, its still just a proof of concept for feedback.
Bilge-rat Quarters
Type: Facilities
Size: 1+
Power: Ceiling(Size*0.5)
SP: 1
Population Modifier: +(Size+1)
Morale Modifier: -3
Special: Reduce Population losses due to depressurization by 2
Clan-Kin Quarters
Type: Facilities
Size: Transport,Raider,Frigate:4; Light Cruiser,Cruiser:5,
Power: Transport,Raider,Frigate:1; Light Cruiser,Cruiser:2
SP: 1
Special: +5 Command aboard ship; Reduce all sources of Morale loss by 1
Cold Quarters
Type: Facilities
Size: 2+
Power: (Size-1)
SP: 1
Special: May restore (Size*5) Population outside of combat, must be refilled with an Acquisition test
Pressed-Crew Quarters
Type: Facilities
Size: 2+
Power: Ceiling(Size*0.5)
SP: 1
Population Modifier: +(Size-1)
Morale Modifier: -2
Special: +10 Acquisition tests to replenish crew via press-ganging
Slave Quarters
Type: Facilities
Size: 1+
Power: Ceiling(Size*0.5)
SP: 1
Population Modifier: +(Size+3)
Morale Modifier: -5 Morale
Voidsmen Quarters
Type: Facilities
Size: 2+
Power: Ceiling(Size*0.5)
SP: 1
Population Modifier: +(Size-1)