Dunno, pretty sure it has already been suggested, but tacking some reduction of asteroid strikes onto a skill might be a better idea. This could then mesh with hull mod use to completely or significantly reduce strike chance at speed (since you can always just go slowly through asteroid fields instead)...
The sensor skill already does quite that. It increases the slow moving burn by 3 which is huge. Any other way of mitigating of asteroid impact other than buffing sensor skill is, IMO, undermining the sensor skill.
I think it would be fine if sensor skill get that buff (reduced asteroid impact chance) since I have the impression that the majority of people pick navigation over sensor. If such hullmod or whatever way other than skill is implemented, sensor will be a dead skill that noone would ever pick.
The sensor skill is about sensors, so adding ability to somewhat reduce asteroid strikes when burning at full speed WOULDN'T undermine the sensors skill. Since, you know, NPC fleets can still generally detect you much more easily and therefore chase you when going at full speed. Plus, only basically mutually exclusive NOW, but this is supposed change in a few months (unless I misread the skill changes). Players would therefore be able to more easily pick BOTH skills, which I would prefer definitely prefer (much rather waste a skill point on that than other skills, since can always just reroll later). But as I have stated in other threads, maybe I'm just biased against the current skill system since I straight up hate the wrap-around mechanic and how it essentially forces mutually exclusive skills (good for highest tier skills, stupid for lowest tier).
But I mainly suggested it to mesh with hull mods because relying too much on hull mods to only achieve certain effects is basically the same issue as forcing mutually exclusive skills. Although this would be mitigated to some degree if custom built ships add the ability to build in certain hull mods without wasting a story point.