Let's just say I disagree here to such an extent that I consider this suggestion insulting. To me this reads as you suggesting to drag players down to your desired speed of play and "screen-staring" because you seemingly lack the ability to just not use S-Burn and thus now it feels small to you (?) There are surely better ways to increase "atmosphere" and to make it seem "more mysterious and alien" than legging everything.
I'm throwing ideas and appreciate the feedback; don't be insulted. Everything is tied in; sometimes you nerf a thing by nerfing another thing.
It doesn't seem right about s-burn (and even eburn) that you get to use slow ships without having a slow fleet; and the AI doesn't even have sburn (right?) so it's an admission that things are insoluble unless you give special abilities to the player, which doesn't feel quite right for a game like this (unlike a you vs the world game like Mario)
There are ways to balance slow fleets vs fast fleets (like having the AI use supplies so you can outlast them) and tweaking cargo space, fuel, supply levels etc.
If there was no s-burn/e-burn, slow, weak early player fleets couldn't escape attack. Ideas to mitigate:
-More safe systems in the game,
-let the player pay off pirates
-make pirates not so hostile to player at start.
-stealth/terrain mechanics emphasized more in tutorial
-tweaking sensor mechanics to facilitate hiding
If there was no sburn/eburn, big player fleets of slow warships couldn't catch small/fast AI fleets. Ideas to mitigate:
-AI doesn't use supplies so they can run forever. Change that.
-Is this WWII in space? In real life (in the ocean) big ships are faster than small ones because they have bigger engines, but lower acceleration/maneuverability. Make that happen.
-Then bigger freighters wouldn't be sitting ducks but:
-Profitability/maneuverability issues would make big warships only useful for attacking other big fleets, not bullying little fleets.
-Piloting cap ships would require real skill (further balancing them), and/or feedback from the UI/HUD about how fast your ship can stop, and/or an AI helmsmen.
Another issue is the fundamental separation of campaign from combat. Even heavily armed super ships can't harm another ship unless their circle catches an enemy circle on campaign map. What could be done?
-Strategic ranged weapons in the campaign map
-Campaign abilities that can mess with other fleet
-Ability to separate a fast warship from your fleet of support tankers to chase a target. Etc
All this stuff might be awful, or it might be more interesting/weird/challenging than the 4-teir speed rating for the current campaign meta-combat where we're constantly pressing different buttons for different speeds to produce our desired combat engagements. Let's hope that we don't keep getting another kind of burn speed with each release anyway.