I don't know if this has been suggested before or if it is even possible, but speaking of interrupts, I would love if it would be possible to distinguish between NPR's and PR's when determining an interrupt. This would especially pertain to battles where two NPR's are involved, and the player is not, but because you have a ship in the system, you are doomed to the inevitable 5-second turn interrupts every time an explosion is detected. And because this is a turn interrupt, you can't simply auto-turn your way out of it, but must sit there to click the turn button every time someone fires a weapon.
However, if it is was possible to distinguish between NPR's and PR's, you could do the following:
1) For any event where a PR ship is involved, you would stop the turn as per usual.
2) For any event where no PR ship is involved, but only NPR ships are involved, there would be no turn interrupt.
This should be able to be toggled on and off, as sometimes you might want to be able to react to the information given through those events, but once you know that there is a battle going on, and the movement of your ship has no bearing on it, you might as well set those kind of events as non-interrupting, and continue on your way. Naturally, if one of the ships fire at you, or activates an active sensor close to you, that would mean an interrupt, as your ship is directly involved in that event.