I'm really liking the new ShipTarget tag for the purpose mentioned in its tooltip. Thanks for the update
Glad you like it, thanks for the feedback! =)
Is there any way to have it so guns try to overflux enemy shields instead of just bringing them to 85%? I remember that in the old mod that there were "Avoid Armor" and "Avoid Shields" settings so they would try to chew through what they were good at, popping shields and stripping armor.
Short answer: Open the Settings.editme file in the folder of the mod in the editor of your choice and add "TgtShields+" to the tagList. TgtShields+ is the same as TgtShields but fires up to 99% flux rather than 85% flux.
Long answer: In the old mod you had TargetShields and AvoidShields, AvdArmor is new in 1.x. I might have tweaked the values for Avd/TgtShields a little bit since the old mod.
The reason why TargetShields only fires until the enemy is at about 85% flux is that enemy ships will usually try to avoid taking kinetic shots to their shields by lowering their shields once they reach high flux. To actually overload them, you need to either fire a big burst of kinetic damage at them while they are at ~70-80% flux or severely damage their hull so that they keep their shields up at high flux. I'm not 100% confident that 85% is the best threshold, maybe 90% would be better, but from my testing 85% seems to work pretty well in most circumstances. If you want to play around with that threshold, you can also modify it in Settings.editme (targetShields_threshold).
In my personal experience, what works best is if you have multiple kinetic weapons, set one to default mode and the rest to AvdArmor or TargetShields. That way you will keep up some kinetic pressure all the time. AvdArmor works similarly to TargetShields, but will also shoot when the enemy shields are down (or the enemy is at high flux) but enough armor has been stripped off that the weapon will still do reasonable damage.