So. A thought I had that would make for some interesting interactions in equipment is the idea that Missile Fire Controls, and possibly even fire controls in general, can only control so many missiles at a time. Such that, even if I had a ship with, say, 78 box launchers, if my missile fire control tech wasn't good enough, I couldn't actually fire them ALL at once . . . unless they had their own guidance.
This would add a lot of additional incentive to having self-guiding missiles, as well as functionally enforce the idea that just throwing all the missiles all at once is the absolute best solution all the time. Put some control onto those great big box launcher designs.
It also has some degree of basis in reality, as from what I understand, modern missile control systems do not have an unlimited ability to launch and control missiles.
Also had a thought about possible fun to be had in Class, Hull, or Vessel 'quirks'. Basically, little buffs or debuffs that a ship could have as a quality to it. Perhaps it's sensors have a slightly higher failure rate, or it's engines are a bit more efficient, or it's turrets are just a bit faster turning than the tech would indicate. No two ships in real life are the same, after all. Ships would have a roll of the dice to see if it can develop a quirk, what that quirk is, and what the trigger might be . . . all done when the vessel is built. The quirk is initially hidden, unless 'triggered'. It can be made to trigger with a tour of task force training, or, if the vessel is pressed into service right away, it might be revealed in the field.
Just a thought. It'd be a lot of variables and probably ultimately not that fun, unless some method of forcing a reroll was implemented, or the debuff quirks were light enough to not be so bothersome.