In general, I like this idea, and have been advocating for something like it for quite some time*.
The problems:
1. If these bonuses are nifty enough that players want them all the time, fine, now their Civvies are always deployed. This impacts DP (and game performance) obviously.
2. If these bonuses are merely, "nice to have" then players will generally avoid using them in favor of more direct-damage combat stuff... and we're right back to square one.
So, the bonuses have to be
pretty darn useful. I don't think the proposed bonuses meet those criteria; they're simply not powerful enough that I'd be like, "yeah, I'm totally going to bring in the Drams for this fight".
Spoiler
In Rebal, the approach I've generally taken is that most of the Civvie stuff still sucks for combat, but has enough Armor / Flux that they're OK-ish meat-shields, especially during early game when it's more helpful to players on the low end of the power curve.
I propose:
A.
Combat Engineer: a Hull Mod that allows a ship to repair
Armor and Hull to nearby ships during combat, preferably by deploying a special drone with an AI that seeks out nearby ships to repair (I had one of these back in Vacuum). Needs to be fast / effective enough that we'll want to rotate damaged ships out of the line to be repaired. Ideally, drone dies, no more fixes until ship can produce a new one.
B.
Synergistic Targeting Array: a Hull Mod that allows nearby ships to "share realtime targeting data", and increases their range by 5/10/15/20% depending on the largest ship giving the effect. This stacks with ECM!
C.
Ammunition Supply Chain: a Hull Mod that allows ships to restore ammunition to nearby vessels, again, via a drone that can be exploded pretty easily.
D.
ECM Suite: increases fleet ECM by a smallish amount (0.5/1/2/4) per deployed ship. Stacks on current Hull Mods, or is Civvie-only, and the other one with a similar effect is Mil-only and better-enough that you want to consider it.
E.
Tactical Drive Disruptors: a Hull Mod that imposes a
malus on enemy ship speeds in a fairly wide area of effect.
F.
Fighter Replenishment: launches a drone towards nearest Carrier that has low fighter CR. Bumps it back up, with some upper limit (say, 75%).
G.
Defensive Hyperwave Relay: pushes Soft Flux into any nearby ship that is Phased.
G.
Defensive Analyzer: improves PD weapon performance (damage, shot speeds, or whatever) substantially (5/10/15/20) in a wide area. Makes ship able to support combat vessels trying to shoot down incoming.
I still think there should be battle types where the player or enemy must defend their civvie ships besides the Escape scenario, which is always a bit meh, as well. I'm OK with that being "frustrating", if it occasionally results in a "fun loss" where it's tricky but there's a chance that clever piloting saves the day. Let the player spend a Story Point as their Get Out Of Jail Free card if needbe.
*Years, lol. This idea's roots were in Vacuum, for goodness sakes.