You need to play an EVE Online for little bit to understand benefits of parallel systems, actually CCP done great job on Electronic Warfare section, it's really good example for all space games, who want to implement EWAR.
I don't think whether something works in EVE - a PVP focused game with very different combat mechanics and pacing - has much relevance to whether it will work in Starfarer.
The more possibilities you will give to ships, the more interesting and tactical Starfarer will be.
This actually isn't true. Since it's all vs the AI, there's no metagame going on, and if there's a combination of things you can do that games the AI very badly, it'll make the game
less interesting and tactical. This kind of thing becomes more likely as the game becomes more complex.
Having a more robust AI operate within a smaller set of rules/mechanics is, imo, preferable to having a poorer AI and a larger set of mechanics. Since there's no magic, those really are the two options - "as robust an AI with a larger set of mechanics" isn't one of the choices
Heck, just adding *one* system per ship is challenging enough on that front.
Edit: the above could be read as saying that more features is always bad - clearly, that's not the case, or you wouldn't have any features at all, and a very robust AI that was great at doing nothing. As with everything, one has to balance the two. So, what I'm really saying is that "more features = better"
isn't always true, rather than
always untrue. Which, nonetheless, is enough to hamper its usefulness as an argument for adding features.