Hey there. Glad you are taking it good. Mainly I'm just trying to be constructive so that it can be added to the game. I'm very glad for the free help

Okay, about the sizes, let me try to explain this better. Not everything has to be 16x16, it was just a beginning guideline for us to see how you are doing things. Open up sf_bmp_missiles.sec in the dat folder with notepad, you will see all the sizes there. I'll attach it below anyways. Most larger objects like missiles ARE 16x16 though, but alot of energy weapons are even
smaller. The main projectile guns, like mass driver, plasma gun, etc, are 4x4 and 5x5. When you add a pixel to such a small design, the
HITBOX of the actual missile goes up a hell of alot. You'll be surprised at the difference from 4x4 to lets say 6x6. 16x16 to 20x20 also changes the hitbox rather greatly. Thus for example, the biggest ones who have this are the grenade 2 and 3. It is OKAY to make things 20x20, but you have to be careful of what you are designing it FOR. It's also okay to make variations, for example, if you are basing 16x16 as the main base for missiles, 15x15, 14x14, 17x17, etc. You get me? 16x16 was just a generic, you will see a few that are 12, 14, etc. Flame is the only exception because it 'vanishes' quickly, so it uses 32x32 in this case!

Feel free to size things differently, just remember what you think it will be FOR to scale it that way.
Just nothing beyond 20x20, and 20x20 being something special, normally. I actually urn for small type projectiles, like 4x4 to 12x12, etc, simply becuase I have never had enough to pick from ever, for energy guns and other things like that. For example, it would be nice if rapid1/2 had its own bmp to determine the difference between it and standard guns.
That being said, Missile1 is alright probably use a less 'in your face' white vs red, missile2 looks kind of oddballs, but it might be becuase the whites so thin. Not sure.
Your energyblast1 is pretty nice. I do not like energyblast2 though too much. Light1Png is actually a very nice one but I need to bring in something else with energy type weapons/etc.
All energy type weapons in SF currently have more then one frame. This is simply because it makes an animation. It's also the reason why almost all energy weapons are circular. Means it doesn't need to rotate, and can have an animation instead. Though I can see in the future supporting both rotations WITH animation, which I'll probably do when the time comes up, so please don't disregard it completely (For example, energyblast1 is good, would be nice with a animation). In a sense of energy, its normally pulsating or rotating energy in some way.
Check out the attached sf_bmp_missiles.sec below again, 'NF' means number of frames. For anything that is time, means animation. so you can see a bunch have this. Missiles/etc don't need this becuase there metal based normally, so yeah, metal does not animate, etc. Though we can have it use 'trails' or a thrust like ships do (Much like the first images you provided with the blue thrust.) I know this sounds like a bitch to do, it most likely is, so no harm if you don't want to design those, up to you anyways. But I don't think I'd be able to use a static energy gun in SF when it can support much more/and the current already has animation.
Make sure to use the full potential of SF now too. I'll show what I mean in another post. Give me a few to do so

(Also remember that your pixels that have semi transparent would NOT be transparent if you are using a black background instead of a transparency, again I'll show what I mean in another post. Instead, it will look exactly the way it is on the drawing board when going over a image like a planet or ship, which might make it look wierd..)
* class race name file nF nC Sz seqT tcb
* ------------------------------------------------------------------------------
missile Terran Mass Driver sf-b-dm 4 1 4 time y
missile Drengin Photon Gun sf-r-dm 4 1 4 time y
missile Pirate Plasma Gun sf-g-dm 4 1 4 time y
missile Terran Rail Gun sf-b-md 4 1 4 time y
missile Drengin Scorpion sf-r-md 4 1 4 time y
missile Pirate Quantum Torp sf-g-md 4 1 4 time y
missile Terran Plasma Torp sf-b-pl 4 1 5 time y
missile Drengin Disruptor sf-r-pl 4 1 5 time y
missile Pirate Helix Gun sf-g-pl 4 1 5 time y
missile Terran SuperBomb sf-b-sb 10 1 16 time y
missile Drengin SuperBomb sf-r-sb 10 1 16 time y
missile All Mine sf-mine 30 1 16 time y
missile All Mine2 sf-mine2 30 1 16 time y
missile All Mine3 sf-mine3 30 1 16 time y
missile All Mine4 sf-mine4 30 1 16 time y
missile Terran Hawk sf-b-hm 36 1 16 spin y
missile Drengin smart sf-r-hm 36 1 16 spin y
missile Terran smart sf-b-sm 36 1 12 spin y
missile All grenade II sf-hb 20 1 20 time y
missile All grenade III sf-sd 20 1 20 time y
missile All cannon sf-cannon 10 1 14 time y
missile All flame sf-flame 22 1 32 terminal y
missile All bomb1 sf-littleboy 30 1 20 spin y
missile All bomb2 sf-fatman 30 1 20 spin y