CR is also information that you know and choose before going into battle. It doesn't guide any changes in player actions as long as PPT is on the field. But let me illustrate:
- Your ship enters battle with 50% CR.
- Some time later in battle, your ship now has 50% CR.
Will you consider a change in tactics? Probably not. If your ship enters battle with 20% CR you're probably panicking right away, just the same as when it's still 20% later in the battle. Aside from a having a very generic grasp of "it's good/it's bad", you don't really need to know a ship's CR.
Now consider the same ship, except its main display shows PPT.
- Your ship enters the battle with 180 PPT.
- Some time later, your ship now has 20 PPT.
Will you consider a change in tactics? It might be time to consider withdrawing the ship. A ship with very low PPT has very clear problems incoming, and your choices will change compared to a ship with lots of PPT in reserve. Having a clear indicator of a ship's PPT turns out to be very important.
Now consider the current scenario, which is what players typically experience:
- Your ship enters the battle with 50% CR.
- Some time later, your ship has 20% CR.
Will you consider a change in tactics? Chances are, profanity has already been spilled. The information that you needed came too late, and the ship is already in serious trouble. You probably didn't even know it happened at all, because CR rating is a static number until some arbitrary point in battle, after PPT is exhausted. Will players spend all battle staring at a number that doesn't change? Probably not. The information isn't there, and when it is there the player was already trained to not pay attention in the first place.
Don't get me wrong, there are times that CR is important. But the main stats on a ship should be the most important stats. Knowing if a ship is thumbsup/thumbsdown is handy, but the exact CR is not more important than clearly knowing PPT. At least, CR isn't important until it becomes your ship's remaining time.