3 Minor Suggestions:
I) A 5 HS refuel system with 5000 LPH For Fighters and FAC's. Intent is a refuel system useful for small craft but too slow of refuel rate to be of any use on larger ships.
II) Squadron Transit Distance Applies to Departure system in addition to Arrival system. Intent is allow for rapid retreats or raiding parties to evade possible jump pickets.
III) Casemates options for non-turret weapons. Intent is to increase HTK for weapons such as missile launchers, railguns, plasma cannonades, and etc. by armoring them up.
I) is a simple change, possible as simple as a DB entry, and would not be very useful but would allow RP possibilities using tanker fighters to pull off long-range logistical missions. No reason not to add this I think.
II) is not a simple change, and would need to be balanced by a corresponding change so that smaller ships can jump farther than big ones. Otherwise it becomes trivial to evade JP pickets with even very large fleets - why send a raiding party when you can send the entire invasion?
III) would be amazing for RP as I sometimes like to RP with e.g. laser turrets but these are greatly impractical due to the wasted tonnage just to bring a turret up to the ship's tracking speed. However as this would mechanically overlap with turrets maybe a better change is to change turrets so that they add their speed to that of the ship (and reduce the gear efficiency per tech level to compensate)? The a turret with 0 km/s speed would not be a hindrance and you could still put armor on your weapons, but Steve only needs to adjust one mechanic instead of adding a new, semi-parallel one. Of course now we have the limitation that turrets can only be used with some weapon types...