Currently, the combat readiness mechanic (CR) has some non-intuitive effects. Normally, having a low % CR reduction per deployment is a good thing, representing a rugged and reliable ship that is easy to maintain. It means you can deploy more times consecutively. However, this benefit gets turned into a disadvantage when a ship is destroyed. By going directly to 0% CR, you essentially empty out the "supplies tank" of CR that you have stored.
If a ship loses 10% CR per deployment, and spend 4 supplies to restore that much, their CR tank effectively holds 40 supplies. A ships that loses 20% CR per deployment and spend 4 supplies to restore that much has a CR tank that effectively hold 20 supplies. Destruction hurts the 40 supply stored in CR ship more than the 20 supply stored in CR ship. It also means that skills that increase maximum CR increase the amount of effective supplies stored in the CR tank, making it a disadvantage when destroyed.
A similar issue crops up with hull restoration. If you have a high percent recovery rate of CR per day, such that it only take you 1.25 days to restore one deployment's worth of CR, you'll be paying 80% of your deployment cost per day of hull repairs, even if your CR is at full. If you have a low percent recovery rate of CR per day, such that it takes you 2 days to restore your CR, you'll be paying 50% of your deployment cost per day of hull repairs. On a per deployment point basis, low tech ships are more expensive to repair than high tech ships - despite being expected to take more hull and armor damage even in successful fights.
A damaged Onslaught pays 10 supplies per day when restoring hull and armor. An Odyssey pays 9 supplies per day to restore hull and armor, despite having a deployment cost 5 bigger.
So what if instead of having the penalty of having a hull transition from 1 to 0 be a dropping of CR to 0% no matter what it was, to be only dropping by one additional deployment's worth? Mechanically, hull and CR are tracking two different things, otherwise being at 1% Hull and 90% Cr wouldn't make much sense. This change makes the penalty proportional to deployment points directly, as opposed to also dependent on stats which are supposed to be beneficial, not harmful.
This eliminates the excessive penalty applied to ships are supposed to be rugged and easy to run, and puts them on the same playing field as other ships in their class, given the already flat time across class to restore hull from 0%.
One could also imagine having a repair cost per day separate from CR cost restoration per day, and using the higher value of either when both hull is damaged and CR is down. So instead of paying 80% of the deployment cost per day when it takes 1.25 days to restore one deployment's worth of CR, it could be separated out to be, say, 50% of the deployment cost per day. You spend 80% if you are doing both or just restoring CR, and 50% when just repairing. Admittedly, this adds an additonal statistic, but it would be pretty straight forward to understand and does provide a meaningful mechanics difference.
The thing I like about this idea is it in fact makes it possible to have a ship be both easy to run and easy to repair, which is currently not possible due to how the various CR and restoration stats are linked. Field repairs could change to have recovered ships restore their CR per deployment value, instead of the current minimum of 30-40%.