Ahhah. Yeah, find-in-file is nice if you know what you're looking for. Not quite as helpful if you're looking for something that does not exist in the first place.

I started trying to find a way to fudge the effect I want. Basically, I want large movement zones, and scaled ship speed based on research. As you likely know, the problem with large system sizes is time - it gets annoying waiting for your capship to cross a single system.
I thought, however, that such annoyance could be made into a feature - specifically, a trait of early-game low tech. Research tech, ships start getting faster and faster, and voila! You have a tech that gives you a significant edge over the enemy without touching armor or damage balance, AND adds flair to the game. Makes you FEEL the tech increases.
Since doing that seems like it will either be impossible or too clunky to work the way I envision, I sat down and started watching A Knights Tale(if that doesn't motivate you to start brainstorming and get in front of the PC, nothing will). I came up with two concepts which may work.
First concept:
You start the game off with:
FrigatesTier1
CruisersTier1
CapitalShipsTier1
Set at their current balanced speed. Once you research the engine tech, it unlocks:
FrigatesTier2
CruisersTier2
CapitalShipsTier2
These will be faster, probably much faster to account for the loss of scaling research levels. Your old ships stay the same speed, must build new ones to see the speed difference. So for example, you have your JavalisT1, and you build a JavT2, and the new one will completely outperform the first, but be in concept and designed utility the same(and different from, say, the Guarda series).
The second scaling concept is somewhat different. When you start the game, you have a very limited set of options of what to build, all of them slow ships. You research one level of engine tech, and that unlocks the ability to research new ships. These ships will be faster. Keep going until you have five(or more?) levels, and the last ships will be the superlative ships of their class. The problems with this is that there won't be much room for differing utility of designs- A tier1 and tier5 frigate will be conceptually similar, with similar utilization expectations. That'd lead to less variance in ship types. Support ships would disappear(as there are not enough ship slots to support 5 or more tiers of 5 ships per class).
Honestly, the first option tickles my fancy more than the second, even with the harsh speed conversion between the tiers.
I *do* want to experiment with adding the "intercept" ability to all ships, making it always-on, and not use antimatter. It'd be cleaner than ripping apart the whole ship list, but would require ditching some abilities on the capships.
must experiment.