Ok, this isn't a bug, which is why I'm not posting this there, but it struck me as a bit odd.
So, one of my early exploration ships was doing some exploration (obviously), a fair distance (a few systems) from my homeworld. She'd been out for a while, and she was getting a bit low on maintenance supplies, so I told her to head home for an overhaul. She was en route when I got a message that one of her crew quarters failed and couldn't be repaired due to low MSP.
She was already en route, as I said, so there was nothing I could do except watch. That was when I realised that having insufficient life support not only causes crew morale to drop severely, but also causes strain on any remaining life support systems, causing them to suffer increased failure rate. And, of course, when they failed, I hadn't magically gained MSP to repair them. That meant that the life support was even more strained, which caused a cascade failure.
The way the game represents failures, as I'm sure you're all aware, is that it applies damage to the affected system.
I'm sure you're also aware that, if the game can't allocate damage to an appropriate system, the ship is destroyed?
How the heck does overloading the life support make the ship explode? Crew dying, sure, but destroying the entire ship?
Oh, and, to add insult to injury, she exploded one system further out than my existing network of stabilised jump points, so I can't get anyone out there to rescue the 36 survivors. Not that I have any hospital ships anyway; I'd have to somehow cram them onto my 100k-person colony ship