So I've done something. Instead of a black box AI implanted to the ship without your permission, I've designed a few different type of ships that specialized on different areas. They are not characters per se, but they do have a list of skills (9 skills with one +4, one +3, one +2 and two +1s), a high concept (that I named with cheap jokes), stress boxes (only physical, ranging from 3 to 6 slots, corresponding to the ships' Armour modifier plus Toughness modifier) and a so-called stunt that doesn't work exactly like a conventional stunt. Firstly, ship does not have fate points, thus you can use these "stunts" any time you like as long as the stunt allows it (I put descriptions in each stunt, explaining how it can be used). Secondly, instead of a traditional stunt, these ship stunts have strict positive and negative sides. They grant bonuses and advantages in various cases but they also have drawbacks. It's up to you to use some of them with risks, the others by default give advantages but expect you to perform other actions as well.
Here are our ship options:
Agile,
Fighter,
High Tech,
Stealthy and
Tank. You can review each ship and state your opinions on them. If none of them pleases you, I believe the skill system is highly customizable. You may come up with your own skill distribution, but if you choose to customize the skills as you like then I'll decide on the ship stunt :) As I said earlier, you won't be using your ship until the end of Session 1, so we don't need to decide on ships before we start the game, we have plenty of time.
Edit: Oh yes, I almost forgot. Before we start the campaign, you need decide your relationship aspect. This aspect describes the nature of the relationship with at least on other PC on the game. You can be as creative as you want here and you don't need to describe a relaionship with every other PC, just one is enough.