Also no. The fields are defined in the schema.
You see at the top of the file, in the XML blurb? There's a line like this:
xsi:noNamespaceSchemaLocation="../Schema/ShipBlueprintDefs.xsd">
This tells the game which Schema file is used to determine what's allowed in the table. If we go to GC3/data/schema/ShipBlueprintDefs.xsd and open it (you can use a text editor, I recommend notepad++), then it will have something like this:
<xs:include schemaLocation="Lib/CustomTypes.xsd"/>
<xs:include schemaLocation="Enums/ShipHullTypes.xsd"/>
<xs:include schemaLocation="Enums/ShipComponentTypes.xsd"/>
<xs:include schemaLocation="Enums/ShipRoleTypes.xsd"/>
This is other schema files which are used in this one. So, for example, ship hull types are defined in the shiphullstypes.xsd file. This is important for the next bit.
Below the referenced files, you'll find something like this:
<xs:complexType name="ShipBlueprintDef">
<xs:sequence>
<xs:element name="InternalName" type="xs:string"/>
<xs:element name="ShipHullType" type="ShipHullTypes"/>
<xs:element name="Role" type="ShipRoleTypes"/>
<xs:element name="CanBeBuilt" type="xs:boolean" minOccurs="0" default="true"/>
<xs:element name="HideFunctionalComponents" type="xs:boolean" minOccurs="0" default="false"/>
<xs:element name="RequiredComponentType" type="ShipComponentTypes" maxOccurs="16"/>
<xs:element name="ComponentType" type="ShipComponentTypes" maxOccurs="unbounded"/>
<xs:element name="FillerComponentType" type="ShipComponentTypes" minOccurs="0" maxOccurs="unbounded"/>
<xs:element name="AllRequiredMustFit" type="xs:boolean" minOccurs="0" default="false" />
</xs:sequence>
</xs:complexType>
This outlines what can be included in a blueprint - note how each maps directly onto a field in the standard BP table. Also, note how some of them have 'type' fields which match the referenced file names.
If a field has a referenced file as it's type, then an entry in that field MUST be something that exists in that referenced file. These are typically in the schema/Enums folder, as they're enumerations. So, for component types, if we open up the ShipComponentTypes.xsd file, we see the following valid types:
<xs:simpleType name="ShipComponentTypes">
<xs:restriction base="xs:string">
<xs:enumeration value="InterstellarDrive"/>
<xs:enumeration value="SublightDrive"/>
<xs:enumeration value="LifeSupport"/>
<xs:enumeration value="Sensor"/>
<xs:enumeration value="Targeting"/>
<xs:enumeration value="Jamming"/>
<xs:enumeration value="BeamSupport3"/>
<xs:enumeration value="MissileSupport3"/>
<xs:enumeration value="Repair"/>
<xs:enumeration value="Armor"/>
<xs:enumeration value="Shields"/>
<xs:enumeration value="PointDefense"/>
<xs:enumeration value="BeamWeapon"/>
<xs:enumeration value="MissileWeapon"/>
<xs:enumeration value="KineticWeapon"/>
<xs:enumeration value="BeamAugment1"/>
<xs:enumeration value="BeamAugment2"/>
<xs:enumeration value="BeamAugment3"/>
<xs:enumeration value="MissileAugment1"/>
<xs:enumeration value="MissileAugment2"/>
<xs:enumeration value="MissileAugment3"/>
<xs:enumeration value="KineticAugment1"/>
<xs:enumeration value="KineticAugment2"/>
<xs:enumeration value="KineticAugment3"/>
<xs:enumeration value="InterceptorCarrierModule"/>
<xs:enumeration value="GuardianCarrierModule"/>
<xs:enumeration value="AssaultCarrierModule"/>
<xs:enumeration value="EscortCarrierModule"/>
<xs:enumeration value="ColonyModule"/>
<xs:enumeration value="ConstructionModule"/>
<xs:enumeration value="CargoModule"/>
<xs:enumeration value="TransportModule"/>
<xs:enumeration value="SurveyModuleEnhanced"/>
<xs:enumeration value="SurveyModule"/>
<xs:enumeration value="RecoveryModule"/>
<xs:enumeration value="SupportModule"/>
<xs:enumeration value="ShieldProjection"/>
<xs:enumeration value="ShieldSupport"/>
<xs:enumeration value="ShieldDegradation"/>
<xs:enumeration value="PointProjection"/>
<xs:enumeration value="PointSupport"/>
<xs:enumeration value="PointDegradation"/>
<xs:enumeration value="ArmorSupport"/>
<xs:enumeration value="ArmorDegradation"/>
<xs:enumeration value="RepairSupport"/>
<xs:enumeration value="BeamSupport1"/>
<xs:enumeration value="BeamSupport2"/>
<xs:enumeration value="MissileSupport1"/>
<xs:enumeration value="MissileSupport2"/>
<xs:enumeration value="KineticSupport1"/>
<xs:enumeration value="KineticSupport2"/>
<xs:enumeration value="TargetingSupport"/>
<xs:enumeration value="JammingSupport"/>
<xs:enumeration value="SublightSupport"/>
<xs:enumeration value="SublightSuppression"/>
<xs:enumeration value="MovesSupport"/>
<xs:enumeration value="RangeSupport"/>
<xs:enumeration value="Cosmetic"/>
<xs:enumeration value="InterstellarDriveAugment"/>
<xs:enumeration value="HitPointAugment"/>
<xs:enumeration value="BeamWeaponEnhanced"/>
<xs:enumeration value="MissileWeaponEnhanced"/>
<xs:enumeration value="KineticWeaponEnhanced"/>
<xs:enumeration value="HitPointSupport"/>
<xs:enumeration value="BestDefense"/>
</xs:restriction>
Anything on this list is a valid thing to use in any field which ShipBlueprintDefs.xsd lists as type=ShipComponentTypes. Anything not on this list is not.
This is pretty much the case for everything. You can check the Schema location in the xml file, then use the schema file to find what can and cannot be used in whichever place.
Oh, and DO NOT EDIT THE SCHEMA. It will just break your game horribly, and you can't use schema edits in the mod folder.