If anything, I think less OP would reduce interesting choices, not expand them, unless the must-haves are weakened enough, integrated into ships (e.g., shot range builtin for all ships like in some mods), or changed into skill bonuses.
I think interesting choices while refitting a ship should depend more on the intended role of the ship. At the moment you can just build a fleet of general purpose ships that is sufficient to tackle any and all (vanilla) obstacles. That is due to two things, firstly the superior stats of your ships, and secondly the lack of variety in combat scenarios. We have one scenario where special fast ships are required, that is pursuit. For everything else any kind of combat ship will do, be it missile, long-range laser or strike. You just have to make it as generally powerful as you can. Cutting player OP will mitigate the issue, but I think that's only half the rent.
If some more scenarios were introduced were one kind of ship had a huge advantage, that would be motivation to make some new and interesting choices while refitting your ships. Maybe the derelicts would be a good start for that. You know, drones that have great weapons but no PD, or super heavy armor but no shields, stuff like that.
A next step would be more tactically specialized UI fleets, where you can get a real advantage by counter-specializing.
I know that you are not a fan of hard-counters, Alex, and that's not what I'm suggesting. You can still beat those opponents with a general purpose fleet, but it would take much more ships on your side. At least some dashes of the stone-paper-scissors principle would help to mix things up in a good way, I believe.
Ah, gotcha, that makes sense. I was thinking that it's in the same style as the ability widget and that'd be enough, but yeah, some bits and bobs in the tripad style probably wouldn't hurt to add. Made a note!