Awesome. Thanks for the reply Lockhead. It worked out great. The one I tested this with had 20,000+ tonnage. Down side is the ship's labor cost still rises with it. Currently sitting at a labor cost of almost 17,000 for that.
I went into "C:\Program Files (x86)\Steam\steamapps\common\Endless Space\Public_xp1\Simulation" (Public_xp1 for expansion, the former "public folder" for non-expansion) and edited, using notepad++, and edited the "SupportModuleDescriptor" file by increasing the Support Tonnage Module lines here
Obviously the "1000" was my modification so it would greatly increase normal and support modules per any ship with this module attached. Also there are two levels of the module using the line above.
Here we have two problems inherited from editing things like this. 1. The enemy AI will have access to this too and may make super ultra mega efficient ships better and in more numbers than you can possible hope to achieve. 2. The cost per ship ratio sky rockets, however, with the trainer on this website money should not be a concern and you should be able to fit well over a 100 long range lazzzerrr beams on your smallest ships.
To accomplish virtual Godmode, do the edit suggested in my above post, give all your ship designs the tonnage support module and use the trainer.
The amount of armor, health and firepower you can add to your ship designs make them ridiculously expensive with a increase of tonnage by "1000". The AI won't be able to afford building a maxed ship design unless you are playing a literally ENDLESS game. With the Cheat Happens Trainer you essentially can build squillions of virtually indestructible godlike ships on your first turn.