Can a ship be undamaged/lightly damaged to have a chance to loose a critical system?
Yes. Only hull damage triggers critical hits. Not all ships have shields, and some ships have weapons which punch through shields automatically (like TEC beam cannons). Ships have a small chance to lose a critical system every time they take about 50 damage: I think it's 25% for frigates, 15% for cruisers, and 5% for capital ships. Critical damage is not permanent: as is, frigates lose systems for 30 seconds, cruisers for 60 seconds, and capital ships for 90 seconds (temporary values). This is enough to have a noticeable effect on play without being too annoying.
It sounds as if things were originally designed for a reasonably sophisticated combat system but was not implemented?
The combat system is sophisticated, with many interrelated systems (8 damage types vs. 6 armor types, shield mitigation, many weapon types, 15 ship classes per race, etc). But for me the end result is too simplistic: build lots of basic ships to win. Battles involve little to no maneuvering, as ship survivability is very high and movement very fast: it takes seconds to close to firing range (which is roughly equal among ships anyway; about 4-5000) but minutes to kill opponents. This makes maneuver far less important in battle, as ships don't need to worry about closing to firing range and staying out of enemy's firing ranges: you simply move to range and pound away. Weapon systems are not very lethal at all, which is strange considering how inhospitable an environment space is.. most human designed combat weaponry is designed to kill quickly under ideal conditions, yet the sins weaponry is designed to prolong combat as long as possible, not conclude it. I think the devs didn't intend to include a significant layer of tactical complexity or depth, which is a shame as the game descends into medium tank rushing with spell casters firing largely ineffective spells.
May I also be so bold as to suggest if it is possible to reduce the ships ability to stop on a dime? Going so far to say that maybe even having it so that they are always ever so slowly moving?
Done. Rates for linear and angular deceleration now match acceleration (previously ships could decelerate at 5:1 and change direction at 10:1). This adds more movement in combat.
I can also presume that the game could be slowed down where you are unable to manufacture 10 ships while a battle is happening so you have to live with what you have and thus be more tactical/conservative?
This bugs me as well (I fight a battle over the course of 5 minutes, look up, and have 10,000 credits... enough to replace the fleet I'm fighting with. With more attention spent on each tactical battle I might want to slow down the economic and production aspects of the game somewhat, but I don't want to mess with that part of the game yet. I'm just focusing on combat balance.
Is this to be a public mod?
You can follow my progress in this thread: https://forums.sinsofasolarempire.com/303645