Currently, SS leaves me butthurt when it comes to relying on friendly ships not to get themselves killed; to work in unison and use violence of action to effect when the opportunities arise; to recognise their importance within the fleet compared to the importance of their immediate orders.
I really don't believe in the command points mechanic, or the orders we have available that they govern. If I'm not mistaken, a few minutes in a battle as we see it is actually meant to be hours in "real-time". The notion then, that the commander of a fleet can only give one order to a ship or group of ships every so long strikes me as silly to say the least. Realistically, someone in such a position would be reeling off commands to other ships every passing second. You could handwave that as some off-screen tactical officer doing the job, but they're bad at it. Point is, AI do not have the oversight or creative thinking required to make effective tactical decisions and effectively coordinate multiple elements simultaneously. This is frustrating when its deficiency results in taking losses, as punishing as they are in this game. If I lose a ship I want it to be
my failure that resulted in it, and if I don't I want it to be down to
my efforts over dumb luck and making sure I fit AI-friendly loadouts.
The orders themselves are too binary. If I order one ship to attack another, it doesn't mean I want them to pursue them until one of them dies. When the target ship retreats behind their lines and I rescind the order, I don't want to have to wait another 2 minutes to issue another one.
Likewise, I want to be able to give commands to my carrier and its fighter separately. Especially where mods are concerned, many carriers are equally capable up on the line and their firepower is wasted when the AI decides it should instead be cowering behind the ranks.
The AI in general is very competent on an individual basis, don't get me wrong, and that extends to
generally fighting cohesively. But I've lost count of the number of times I've been begging for one of my ships to pull back when they're over-extended for them to just fly into an Onslaught's cannons, or for a group of ships to go all in for a kill before the target's fleet can come to its rescue, only to have them to remain uncommitted and let the opportunity slip by. All because I issued one too many commands a minute ago to right some other wrong or take advantage of some other opportunity. Sound familiar?
Despite all this, the orders you
can give often aren't followed with the intended course of action. You want to form a "wing" of frigates so you make one the leader by giving another two an Escort command on them. Have fun watching those two never commit until the leader pulls back enough for the enemy to push forward and enter the escorts' weapon range. Or you've ordered some ships to escort a tanker during a "strategic" retreat. Those escorts will get bogged down by the first enemies the group run into.
What I'm proposing is to put the tactical element of battles firmly in the player's hands. Do away with the arbitrary command points system, and give us universal, granular control of our ships' behaviour.
The first part of it is to remove Command Points as a mechanic. They're an arbitrary limitation, and with orders of such singular purpose, don't rank high regarding skillpoint and hull-mod investment, or tactical importance re: command relays.
Off the top of my head I don't have a solution as to what those skills and hullmods could be replaced with, but by most accounts I've heard they lack purpose in the first place.
Many of these could be rolled in to one another, or take precedence contextually. It's the principle that I'm attempting to convey, all the following is just an example of possible implementation.
Disposition:
Tactical Retreat - Immediately disengage, retreat and remain beyond nearest enemy's weapon range + 500 units.
Timid - Remain outside of nearest enemy's weapon range, only entering if risk is low. Immediate disengagement if any damage taken.
Cautious - Remain outside nearest enemy's weapon range, entering occasionally to chip away at its flux/armour/hull. Disengages on hull damage.
Steady (Default) - Enter nearest enemy's weapon range as needed to maintain balanced damage output vs input. Disengages at high flux/moderate continuous hull damage.
Aggressive - Keep enemy in range of all non-PD weapons, withdrawing to avoid continuous hull damage.
Reckless - Keep enemy in range of all non-PD weapons, withdrawing only to vent flux or on heavy damage.
Kamikaze - Attack nearest or assigned target without regard for incoming damage, and do not disengage until told otherwise. No regard for damage.
Disposition is the most important element to me, and (in addition to removing CPs) achieve 50% of what I hope for here.
Officer personality could still exist but take a back-seat. Eg. a Reckless officer set to Timid will fluctuate between Reckless, Aggressive and Steady. A steady officer set to reckless would fluctuate between reckless and aggressive. Kamikaze and Tactical Retreat would never be ignored.
For the enemy AI's purposes, factions could have global modifiers to their fleets' average disposition based on the types of officers their markets produce.
Escort behaviour:
Protect - Ship will maintain positions between its escort target and the nearest enemies (Screening with frigates, escorting non-combat ships etc)
Wingman (Default) - Ship will defer disposition to escort target; engage enemies it engages and disengage when it disengages
Defend - Ship will maintain an orbit around escort target, but pull back "behind" the target when threatened (Mainly for PD-heavy craft supporting other ships)
This is the other 50%. There's little else you can do to maintain cohesion between given groups of mutually-supporting ships. Being able to determine how they act when escorting lets you ensure they cover one anothers' weaknesses, or maximise the effect of mixed damage types across ships.
Fire discipline:
Dictates whether and in what situation the ship should expend its limited missiles
Hold Fire - Ship will not fire limited missiles
Salvo Fire - Ship will fire one salvo from each of its launchers at the nearest or assigned target
Fire at will - Ship will fire missiles as situation dictates (current behaviour)

- Ship will fire all launchers at closest or assigned target until expended.
Beyond Hull, Armour, CR and ships, missiles are the only other finite resource across your fleet within battles. It only makes sense to be able to control their expenditure.
Flux discipline:
Determines how much flux buildup a ship will tolerate before disengaging (would swap them to Timid/Tactical retreat until flux is vented).
High - Will disengage at ~40% flux
Normal - Current standard behaviour
Low - Will disengage at ~95% flux
None - Will drop shields and continue engaging their current target until they take too much damage as determined by disposition.
For ships that have heavy armour but weak flux/shields, or weak flux/shields but heavy/short-range firepower and other combinations, this would help you in matching their behaviour with their capabilities where disposition alone might hamstring them or sentence them to certain death.
Retreat behaviour:
Orderly - Retreating ships will seek out and join any other retreating ships, will orient their ship/shields to protect them from damage, engage enemy ships between them and retreat.
Fighting withdrawal - Retreating ships will seek out retreating friendlies if any. Will attempt to fight off attackers as they are pursued to within enemy weapon range.
Careless - Will bee-line straight for the exit, keep their shields down for maximum speed, and only use PD if any to destroy incoming missiles & fighters.
Defaults for these could be set up in the loadout screen per-ship, or fleet-wide in the fleet management screen, in addition to being able to set presets. Ideally there'd also be a command to have all ships revert to their presets; failing that, default behaviour.
I had more ideas for this but like I said, a lot of them can be rolled in or applied contextually so I removed a lot where that was the case. Most of it's covered by disposition.