Artist's commentary
If there's someone that comes close to being a "big good" type character on the hero's side, Enterprise is pretty high there on the list. I'm not going to say much more other than you'll be seeing a lot more of her in the future. :)
As I was discussing world design with November and Zeroblaze, I made it very clear that I wanted a systematic world that made sense and could stand up to scrutiny. Given that one of our main themes revolves around civilization and the threats to it, I drew from many sources as I wrote up our abyssal fleet before our heroines.
Speaking of heroine, I think it's best that I explain a little about the design. The term "ship girl" (in Japanese or Chinese) has two important components: ship - symbolized by their historical achievements and connections to our "real world"; and girl - the characters themselves. Thus, it is important for me to consider both aspects in the process of designing a character.
Think of the Pacific "multiverse" in much the same as one rationalization of the KanColle game or the Cranes official light novel. Thousands of earths exist in parallel to each other, and each world is largely unique. Each ship girl is unique to the world she awaken in, and if a ship girl falls, she's gone for good.
All ship girls' history and memories, up to the point where she "awakens" and become a "real" human girl, draws from one singular timeline: that of our "real world." Afterwards, what happiness or misery she experiences in the future, what memories - sweet or melancholic - she forms, what love or loss she may find ...
All of that is now up to her. And of course, you, if you so choose to become involved in the defense of your world.