Hi, first of all I like this topic and as an amateur game-theory theorizer I think it is actually intressting.
My Idea would be something like this: First the three tank categorys: Damage, Tank/Protection, Mobility. This three Categorys get two attributes this two atrributes dont exclude each other:
Damage: Alpha-Damage and Damage per second.
Tank: Hitpoints and Resistance.
Mobility: Speed (final velocity) and Agility (general acceleration, more see down).
And like in the game-theory every decision gives us a Auszahlung/payoff; but first we have to give every decision a name. Name in the meaning like in two player prisoner's dilemma is the nash equilibrium in field 4 or you can say: (player 1 + strategy defektion) + (player 2 + strategy defektion). So lets start.^^
Damage (x): Alpha-Damage (x1) and Damage per second (x2).
Tank (y): Hitpoints (y1) and Resistance (y2).
Mobility (z): Speed (z1) and Agility (z2).
This attributs can be on or off (¬). And as element of "early balance" you can say, that ever ship should have the equal numbers of on and off attributs. I say "early balance", because the actuall balance should CCP make over the Auszahlung/Payoff of the disicions, like I said the first step is just give decisions a name/field number (or my old prof. Gaul would kill me).
Now to the "ship lines". Let start with a easy one; the Class-Canon line (Publius hits the swtor random name generator: Ahraan-line )
Ahraan-line is: Damage (x): High; Tank (y): Low and Mobility (z): Medium. It mean for us that a class-cannon, a Ahraan-line, has in x (damage) two attributs, in y none and in z one. It mean general, that a Ahraan-line has undiscuss already four attributes x1+x2+¬y1+¬y2. Just Mobility can change their attribute, it means for example that Amarr and Caldari have z1+¬z2 and Gallente and Minmatar have ¬z1+z2. It means that Amarr and Caladri (Oracle and Naga for example) have low topspeed, but are more agile and the Gallente and Minmatar are the opposite, hight topspeed, but less agile (Talos, Tornado).
Combat-line is: Damage (x): Medium; Tank (y): High and Mobility (z): Low.
General: y1+y2+¬z1+¬z2. And again a split between races, but now in damage. So for example Abaddon and Hyperion are than ¬x1+x2; Maelstrom and Rokh are x1+¬x2.
Fast attack-line is: Damage (x): Low; Tank (y): Medium and Mobility (z): High.
General: ¬x1+¬x2+z1+z2 and now split along of Tank. Omen and navy Osprey would be in this case y1+¬y2; Stabber and Thorax are ¬y1+y2.
Now you will say wait Publius... we have now just some ships and outlines of the deepness of EVE. And you are right. But we need this outlines to go deeper. Deeper to exclusive atrributes, where there is hardly an option for to have both attributs on.... What you mean you maybe will ask? Something like Long range weapon and Short range weapon. This two attributes of x (damage) of course, but not like the both others where you can image a ship which can both high alpha-Damage + high damage per second (like in word of tank some ussr tanks
, and yes I love them). But being able to have both attributs on for one turret is a little immersion breaking (not counting missiles:P ).
Now what can be found for the categorys: Damage, Tank/Protection, Mobility?
Damage (x): short (x3) vs. long (x4).
Tank (y): Shild (y3) vs. Armor (y4).
Mobility (z): Uniform acceleration (z3) vs. none-Uniform acceleration (low heavy or top heavy) (z4).
About the last pointz see for example Reihenschluss- und Nebenschluss-Elektromotor. I think in english "DC inverse speed motor" and "shunt wound motor".
Just an Idea maybe other have more points and attributs.... and comments and new attributs are welcome.