Thing is if the ship runs on AI it wont have much in the way of crew.
Such a weapon should still have an effect on an AI driven ship but much less of one.
Psionics aren't limited to stuff that affects just conscious - though a lot of it does. It can also affect physical reality (at the very least, the avatars are ships/armies that are literal manifestations of psionic energy). I'm pretty sure that creating a very short-lived angry psionic manifestation inside and enemy ship will do structural damage regardless of whether the ship has any organics aboard or not.
IIRC, Gulli's mods and EC have a set of psionic weapons if their own.
E
SC maybe? Anyway, there is also now mostly-forgotten "Bunch of Ship Parts" (which the original ESC was heavily inspired by, though the two mods went in their own directions since).
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And as a bit of shameless self-marketing:
theres some kinetic weapons at high tier which do bonus to hull, but none I can think of that do bonus to armor. closest thing is proton launcher which isn't kinetic, but is shooting energy packets. has to be close enough I guess.
The
NEXT iteration of Extra Ship Components will split Magnetohydrodynamic cannon into it's own sub-branch of kinetic weapons that trade shield damage for armor penetration. They are still explicitly supersized water-jet cutters that use molten metal as fluid. (no horn sounds, sorry)
No ETA for the release yet, but I've finished the component lineout and a bunch of assets will be reused from 3.0