Spoon; if SW happens it will more than likely breed a significant resurgence in multi.
Mastadon; your logic for this implementation (as it stands) is unfortunately a negative thing for higher skill players so that lower skill players are less punished, what you're ultimately aiming for is still the same.
The only way to get what you want without impacting advanced play is an additional key... coincidentally "D" is not used on the keyboard default keybindings... (I use it for equalise energy ;x) Though alt-b works.
It'd be nice if you left a toggle in to keep default behaviour though, I like it the way it is atm, I always want to know where all the bombs are (more often, so that I know what bombers are firing what and where if I don't have it memorised).
The reason I dislike what you're doing is because it strips away global awareness (which is king, especially in the harder missions, you can watch more or less any of my BP videos for examples of how much of a difference it makes, even, constract Aristeia - a mission I don't know off by heart, to ...Delenda Est, especially on my latest try which is using a version which currently, most people are finding impossible), to allow for laziness and local awareness, which is often not even all that important =<
I hope you can see why I object to it being hardcoded behaviour ;x
As for multi; it's done via teamwork with the target target targetting target and, before the voice comms age it was communicated via squad orders.
Multi - so far as the simple NWTR missions went, mostly consisted off initial set up; 1) Put highest skill of the opposing team on escort list until you run out of room, 2) assign all hotkeys, 3) target subsystems pertinent to the craft they're in.
1 and 3 constantly need to be refreshed.
After that, aside from chasing your target/swapping targets tactically/whatever you're constantly monitoring what the other players are doing so you can adjust your strategy to compensate/take advantage of mistakes.
.........And ms/torn = realm of the low-mid skill, to the point where it didn't even work on the very high skill :/ (One or two MS users were exceptionally skilled enough (most of them used mice or something similar like a trackball) to make it somewhat effective in a support-stop-your-teammate-getting-insta-butchered way).
The idea was that a high enough skill player (and, there were at least 30 odd people capable of this in 2002) would be able to continue flying in such a way that they were extremely difficult to shoot down while doing all of this.
Even amongst the very best offensive potential would suffer slightly while doing it (hence where this change effects things, because it's only one button it makes it comparatively no effort), but the defence would still remain.