Fear
This is a game where you watch actors carry out your orders, and when they do dumb things it’s kind of heartbreaking. Frigates and destroyers are especially egregious about this in that they don’t respect the explosion radius of larger craft.
Could we get an innate and overriding move order away from a unit that’s about to explode? You could even add a dramatic delay between dreads or cruisers hitting 0% and actually exploding to give them some more time.
This could neatly segue into a usable order to give wide berth to certain types of units. My anti-destroyer rocket fighters have seen more tractors than a John Deere convention - they don’t respect cruiser airspace at all. My long ranged fast units stare dumbly as close ranged units close.
Ad-hoc escort
Escort orders that apply to a type of thing rather than a given thing. If I’ve got pulse fighters escorting torpedo fighters, I want them to find the next set of torpedo fighters if the first one dies - not for them to go suiciding into the enemy formation. If my forward shield tank dies, I want the escorting destroyers to shift to the next closest one. UI-wise, this could be indicated with a simple checkbox.
Keep moving and escort compatibility
It’s pretty unintuitive for this not to exist. Fighters do it on their own.
Propulsion beam targeting
Currently these appear to target the closest cruiser or dreadnought. Because of this, they frequently fire on units that are parked and not on nearby units trying to move. They will occasionally fire on smaller units if that’s all that’s around, but then their target selection gets strange, ignoring some units while pushing a select few far away. I think the ruleset for these needs a look.
Anti-blobbing
There’s not enough incentive to spread out or otherwise use surrounding space as a resource. A slight unit facing missrate bonus might be a good idea, or possibly something gamier.
Random wishlisting
Even more order sets (flocking behavior, target tracking minimums/maximums, battlefield conditional rules)
Debuff attacks (temporary reduced tracking/ROF/Range/etc on hit) - units armed with psychologically disruptive weapons
Lock-on or similar gunnery delays (to prevent impulse shots on dumb transient targets)
Weapon target restrictions (like disallowing shield disruptors to fire on frigates, or emp at fighters) on the module or order level
Modules that weigh less when destroyed or depleted, like single use torpedoes or ablative armors