It would be much easier if it is done from the side of "Vehicle Grid", which is adding category "vehicle"
to the last of equipment_categories
if each of the grid introduced there. So end up something like:
equipment_categories = {"armor", "vehicle"}
If done on my side, it would be overriding Optera's code - not a nice or good way to do.
For "Cargo Ships", it seems it do not even have equipment grid at all from the code. (I know this but have never played with it.) If there is any grid, it would be provided by "Vehicle Grid". So please request Schnurrebutz to introduce grid to the ships with above-mentioned equipment categories, OR request Optera to add.
I understand your request about "Schall Armoured Train", but from the modder side of view, I cannot just read the "assumed vanilla but can be modified by other mods" data.raw values and multiply it as property of my items.
For example, vanilla locomotive has 1000 health. My mod assigned 1500, 2250, 3000, 3750 health to my four tiers of armoured locomotives. If I were to apply data.raw values with multipliers, players setting some very low/high values, may cause error and crash their game, which I don't want to risk that.
So if such edit is needed, it should be done by "direct editing" in mod options again, like what "Config Train Specifications" is doing. Request there for the additional options.
PS: In general, when you want a certain "item editor mod" to work with items in an "item provider mod", the request should go to the "item editor mod" side. For examples, when I made the mod editing vanilla belt speed, I would NOT ask the devs to make their vanilla belts supporting my belt editor mod, right?
EDIT: If DellAquila is willing to make related supports to my mod(s), I can provide help (like what can be copied from vanilla locomotive option value, what needs a new option).