Thanks you replying! I was starting to think my fixation on defensive sensors and systems was out of place heh. Since I made the previous post I have re-coded my radar system and now support a much more realistic model, as well as supporting 3 distant types of radar, navigational(longer wave) rotating mast type, directional (90 degree arcs) specialized defense system radars modeled on phased array panel types, and a mixed mode type that gives both types of functionality but at much degraded performance at cost equivalence to the other two. I also made a separate class of "combat computer" s that add to the total defensive tracks a ship can support.
< Simple visualization of radar coverage.
The most critical thing during a battle seems to be knowing why things are going right or wrong. If you have lots of individual specializations I wonder if there will be difficulty accounting for why things are going wrong. Mileage may vary, though, on the pace of the battle, of course. Slow and stately capital ship battles I think can stand lots of specialization because there's more time to react when things start going south. Another big factor might be in interface tells: Does a specific effect, such as obscuring snow or interface flickers, happen when a specific component gets damaged? That might help a lot even if things are fast paced.
Things in the video happen very fast due to the enemy ships being legacy and being generally unable to survive under the heavy fire of the ships I built. Screen obscuring effects don't make too much sense beyond the mothership(as that is supposedly your point of command). There is another view you can switch too that pauses the action, but I was thinking of doing another more indepth and informative version.