Some enjoy the trial and error of procedural games 'is this area safe? is it dangerous? I'll just have to go in and find out' and next time they will know that say, a cave is a place thats to dangerous for a novice, and a castle needs them to really build up their strength, but these locations hold what progresses them in the game/story?
Plus many top down games still have the vertical element, like old Roguelikes would have stairs up and down and the higher or deeper you got the harder things got, this would mean having your world generate some areas in different levels though (This could also provide a nice divide of difficulty and hence progress).
Yes, I'm kind of getting a feeling now. The ship construction is only a portion of the game, if I where to make it the entire focus I might go for more what your saying Luckless. Space combat I wanted to be more external, it wouldn't be like FTL where you are concentrating partly on whats happening inside, you would be concentrating more on maneuvering and shooting, only after the battle might you drop into a zoomed in internal view and see what needed repairing.
I hadn't even thought about ammo movement actually.
This might be an area where I need to trim the fat rather than try and implement all my ideas.
I suppose primarily its two mindsets of play. A few (probably the lesser) are highly inclined to design and function, while I expect most are inclined to simplicity and quick learning.
Simple - Pros
Easier to Learn
Complex - Pros
Possible extension to destructibility, placement of conduits will determine the effects of damage 'cutting' off certain resources to parts of the ship
Simple - Cons
Complex - Cons
Possibly frustrating to new players
Requires more complex programming if the above damage system was implemented
Some kind of auto-generation systems that generates the connections for you, but a player could choose to do this manually if they preferred ... at the expense of being even more complex to implement than either of the above I imagine.