From what I understand, it would simultaneously be easy and hard- stupendously so.
The ships have no turrets that are used in combat, using either zero- or limited-traverse mounts for their weaponry.........but they also make heavy use of missile weaponry that is easily intercepted by other missiles. I can think of a way to get the missile/countermissile system going, but it's a bit of a kludge and isn't targetable against specific targets.
The easy part is ships- they have (relatively) simple shapes with (relatively) minimal surface detailing that can perhaps be done by texturing and normal mapping. The hard part is that missile/CM system (modelling the "gunsmoke" styling of the missile salvos is easy*). As noted above, I do have a very kludge-ish idea, namely that missiles and countermissiles are fighter/squad entities, deployed via ability. Missiles are scripted to deal a single, high-damage strike to a ship (with very short-range on the weapon per "missile"); the attack has a long cooldown..........it would likely have deceptively low DPS, but the idea isn't to provide continuous damage over time.
Countermissiles are the same, except with a weapon that has an attack type keyed to the armor type (using in-game armor/attack types, mind you), and a similarly high-damage, long-cooldown attack. Note that I recommend that the "expiry time" of CMs be much lower than that of actual missiles, and that the anti-missile guns and the CMs themselves have damage that is actually overkill against anti-ship rounds.
Sidewalls are similarly going to be a problem; there's a way to make a ship take less damage from the front (in Entrenchment onward, but not base Sins).......but nothing like the sidewalls. Quite frankly, I'm at a loss on how you'd work the sidewalls. It might end up being that sidewalls are dropped from the mod as a concession to gameplay and engine hardcodes.