If it hasn't been done already in the development of the next version, or suggested already, I'm suggesting an-armor like hull damage system that behaves like the way armor is damaged, albeit a little differently.
So I'm playing around with my own space gun, one with an anti-capital ship laser and I'm noticing one thing; I'm killing a large ship by essentially melting away a communications array. Is it possible to do hull damage in the same way as armor? So that once I've destroyed a part of a ship's hull enough, I can't damage that particular hull area any more?
Moving on to a more detailed description of the idea:
The suggested version of hull damage should have a stricter version of armor damage; so that it's possible to nip bits of a ship's hull instead of destroying a wide area, or to "slice" a ship across while leaving it somewhat functional. Focusing fire on a part of a ship destroys more of the hull, allowing increasing access to weapons and subsystems placed relatively far from the edge.
I think for this to work, all ships should have significantly increased total HP (to distribute over the hull), and a hull threshold percentage to have before a ship gets disabled. Past that, the ship goes on it's way to being destroyed.
On the RPG side, this could affect the amount of ship personnel that survives, instead of basing it on the total hull remaining; the percentage of hull destroyed by an attack determines that loss, which gets totaled; Such that destroying a thin hull of a large ship doodad will yield little casualties, while destroying a good chunk of a ship's "main" hull may yield significant casualties... Possibly offset if the ship becomes mostly autonomous...
This could make battles with large capital ships more drawn out; while blasting a smaller ship with a large capital ship weapon may be less rewarding than one might think.