--- As someone who cannot code, does not want to learn it, and hates doing it. I dislike this proposal intensely.
As someone who can code, does want to learn it, and likes doing it, I also dislike this proposal intensely. Mainly because the amount of bugs and not-a-bug-reported-as-bugs that Steve adding a scripting language to Aurora would lead to would possibly be the thing that finally kills the poor man's undying love for this passion project.
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EDIT: Because double posting is bad mmkay kidsI thought of a way that the "Any% fuel" concept could be included without messing with the UI: have the condition be "Fuel below reserve level". We already have an entry in the ship design window to set the fuel reserve, which is usually only used for tankers and occasionally fuel harvesters. It shouldn't be any problem to add a condition which checks the current fuel against the reserve, we can leave the current X%-based conditions since they are easy to use, and I think it's a lot easier to justify the slot in the conditions list than adding more X% levels.
The only catch is that we need some UI element to let us modify the reserve level on a per-ship basis. Currently, the "Miscellaneous" tab in the "Ship Overview" tab in the Naval Organization window allows customizing the refuel and resupply priority for single ships (which are normally class-based settings), so I don't think it would be an issue to add a line here to expose the fuel reserve level on a per-ship basis.
Overall, it is still some work for Steve but I think this would be a comparatively elegant solution without adding a weird exception to the conditionals or adding completely new UI elements.