[member="Enigma"] [member="Ashin Varanin"]
As someone who wrote the current guidelines for starships, I feel I'm fairly qualified to field this concern. I'll break it down into three parts; concept, execution, and consequence.
So first up is concept. What sort of advancement are we talking about? As someone previously pointed out, Star Wars is a fairly stagnant place for technology. This isn't always because people don't have ideas for things (Though this is an issue compounded by the fact that a lot of canon material used as a base are several decades old). A lot of it comes from the fact that the counter-technology advances almost at the same speed. A missile comes out with an advanced ECM suite in the warhead to fool enemy defenses, and within a very short amount of time the counter is made and standardized. This is the primary reason why blasters and shield technology haven't radically changed in thousands of years.
With this in mind, you have to take your concept in a slightly different direction than Star Wars might have, without making it un-Star Wars. For example, the Republic has a weapon right now that is a cousin of the composite beam weapon. It has a set power, range, and defining characteristics. It's designed in such a way as to give it a niche that goes beyond a 'A is better than B. Now B is better than A. A and B are equal.' It's a concept that requires an entirely new concept to play against it than just making an old one slightly stronger.
Next up is execution. How is this idea going to be made into a reality? This is, in many ways, the easiest part of the three to handle. Thanks to the guide we have a very easy method of comparing wholly different technologies and concepts. If A is equal to 10 turbolasers and B is equal to 15, we can objectively say that B is stronger than A. This prevents the issue of one person saying it's stronger or weaker than it really is. It also lets us control relative power. A problem that we're currently tackling is weapon consolidation. When a very large ship has its full capital gun pool condensed into a dozen guns, it creates this mindset of 'I can destroy other ships in a single blast'. In a perfect roleplaying world, this would be countered by things like firing arcs, reload times, and weapons emplacements being destroyed. But not everyone has a firm grasp on these sorts of things, so we have to find a balance to strike between the know-hows and the know-nots.
And this leads me into the third, and most prominent issue, which is consequence. How does this affect the board? As folks begin to push boundaries and new ideas get accepted, the scene of things will naturally change. X makes a new cannon that punches through shields. What do the other folks do about this? The common reaction will be to start using those same guns. The problem with a common arms race is that it actually stifles creativity and diversity in the long run. It becomes a search for who can make and use the biggest, stronger weapon in the most numbers possible, and every other weapon gets put to the side. And that's not something we want to have happen.
Another problem of consequence would be simple nullification. You come up with this amazing new idea, you put a lot of work into it, and then someone comes along and makes a tiny, basic tech submission and now your idea has been made completely void. This is also something that disrupts creativity and diversity. Why bother making new tech is someone is just going to immediately counter it completely? This is especially problematic when tech subs are made with no IC basis. We saw a -lot- of this happening months ago before we started implementing standards and is something that could very easily start happening again if we're not careful.
So there are a lot of reasons why we want to discourage arms races. It makes for a poor roleplaying environment when not done just right, and the last thing we want to do is add more problems to roleplaying than will naturally occur here. When ideas are made and executed carefully and with a lot of work, we can help make them a reality, but this is always something that will be closely monitored and controlled by Factory and Roleplay Judges.