Here's a mockup of what I'm saying. Basically, reduce clutter, centralize information, reduce footprint, break elements into things that can be rendered and scaled more gracefully than the current UI flow.
The damage display could only render if it's necessary to convey information right now.
Speed / CR left / maybe the System timer bar in the lower-right can be scaled; these are a vital stats to convey clearly at all resolutions, because they change due to Flux load or other factors; it shouldn't be buried in other elements like it is now, imo.
The central-pillar type of text flow could be disabled if it's getting in the way (9 times out of 10, the text flow's not telling me anything I want to know, and for stuff like, "your allied ship just died" I want an audio signal like for CR, not a text I have to read).
Moreover, it's combining two UI elements there; text flow events and Buff/Nerf. Buff/Nerf shouldn't be constantly displayed, imo; show it for 10 seconds at the start or constantly show it on the Tactical UI where we have all of the time in the world, but fade it out in the Combat UI unless it changes in an important way. I feel like most of what's displayed there isn't necessary once we know it's going on, and should be showed as briefly as possible to convey information but conserve screen. I realize that's the biggest pain in the rear, in terms of changing things; the rest of this is more moving the bits around.