I also have a few thoughts I'd like to share. Some are NA-specific, but most can be applied to both versions.
ECM/ECCM:
The current model strikes me as oversimplistic. Even equal-generation systems will have some effect on each other, but there's also a limit to how effective systems can become. I'm trying to work up a model.
Fuel tanks:
I've built a number of tankers recently, and run into a problem. Compared to freighters and colony ships, they're expensive, and take forever to build. This is tolerable in the current game, but might be a problem in NA. My suggestion is to create a "bulk fuel tank". For current aurora, it's probably size 10, carries 450,000 liters, costs 50, and has a crew of 10. This is cheaper then current tankage, but large enough that most vessels won't bother.
Atmospheric bombardment:
Allow visible-light lasers to fire at targets through an atmosphere. This allows bombardment ships and makes beam PDCs more interesting.
Cloaking devices:
The current cloaking system is also over-simplistic. Ships are either stealth or not. Something similar to the size tradeoff in lasers and missiles would be nice. For example, for 50% of current cloaking effect, the system takes up 25% of the usual size. This allows large vessels to reduce long-range detection without costing a huge amount.
Edit:
My suggested EW model:
sqrt((ECCM-ECM)/10 + .7)
ECCM and ECM are the levels of the systems in question. Multiply the chance to hit by the resulting factor, unless it's greater then 1 or less then 0. I'm not totally sure it's worth putting in an exception for ECM=0, as there's going to be random issues that the factor of .77 covers nicely.