actually I have almost no idea about fredding:p
btw I think that to have fighters attacking specific subsystems, you will need paths, the autopath system of aurora is cool, ok, but...
and more important, how does the AI work? I mean:
what if the wings of bomber are under fighter attack? IIRC from the main campaign the bombers just go straight even if under fire. And how effective is the AI in covering other ships from fighter's attaccks?
What's the distance used by AI to fire bombs? If they fire too far, the bombs will be destroyed by the defensive turretts, if they fire too close the bombers get cutted in pieces by the same turretts.
And what will they do after launching bombs? I SW games, bombers fire all their wareheads in rapid succession, but here there is a big delay between shots: what does the AI between the two shots? what does to re-lock to the target? You risk to have your wings destroyed after launching just one or two wareheads out of their whole loadout.
What if they have to destroy a subsystem on the other side of the ship? will they just try to go through the hull, like in tachyon :/; will they fly close to the hull, being an easy target for flaks, will they get enough space to have the time to lock on target? etc etc
What I'm saying is that all the algorythms defining the AI behaviour under certain circumstances will have to be tweaked a lot, if you want to change the game balance.