takashi, I'm not sure a lot of the stuff you want done could be feasibly implemented by an automatic generated. Most of the stuff you want sounds like it needs to be decided by the user, not generated from POF data. How can it know what distance you want it to switch LODs? For stuff like that, a full blown table editing program could be nice, but like I said, that's beyond the scope of what I was hoping to see here.
Anyway, here's kind of the output I figured it could give.
; for descriptions of fields, see the wiki for help at http://www.hard-light.net/wiki/index.php/Ships.tbl
; delete or comment with a semi-colon lines you don't want to define
; only required fields are $Name, $POF File, and $Flags
; most other fields are included to help generate a production table entry
$Name: Name Here
$Short name: Short name here
$Species: Species here
+Type: XSTR("", -1)
+Maneuverability: XSTR("", -1)
+Armor: XSTR("", -1)
+Manufacturer: XSTR("", -1)
+Description: XSTR( "", -1)
$end_multi_text
+Tech Description:
XSTR("Tech room description here", -1)
$end_multi_text
+Length: (Determined by PCS) m ; generated by PCS
+Gun Mounts: (Determined by PCS) ; generated by PCS
+Missile Banks: (Determined by PCS) ; generated by PCS
$POF file: filename.pof ; generated by PCS
$Detail distance: (#1, #2, #3, #4 ) ; #1 <= #2 <= #3 <= #4
$Show damage: YES ; YES or NO
$Density: 1
$Damp: #
$Rotdamp: #
$Max Velocity: #X, #Y, #Z
$Rotation time: #X, #Y, #Z
$Rear Velocity: 0.0
$Forward accel: #
$Forward decel: #
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: #
$Expl outer rad: #
$Expl damage: #
$Expl blast: #
$Expl Propagates: YES ; YES or NO
$Shockwave Speed: #
$Shockwave Count: 1 ; probably not good to go too high, especially with mediavp shockwaves
$Allowed PBanks: ( "Name1" "Name2" )
$Allowed Dogfight PBanks: ( "Name1" "Name2" )
$Default PBanks: ( "Name1" "Name2" ) ; number of fields generated by PCS to match pof file
$Allowed SBanks: ( "Name1" "Name2" )
$Allowed Dogfight SBanks: ( "Name1" "Name2" )
$Default SBanks: ( "Name1" "Name2" ) ; number of fields generated by PCS
$SBank Capacity: ( # )
$Shields: #
$Shield Color: # # # ; RGB, 0-255
$Power Output: #
$Max Oclk Speed: # ; speed at full engine power
$Max Weapon Eng: #
$Hitpoints: #
$Flags: ( "flag1" "flag2" "flag3" )
$AI Class: class from ai.tbl
$Afterburner: NO ; YES or NO
$Countermeasures: #
$Scan time: # ; in ms
$EngineSnd: # ; from sounds.tbl
$Closeup_pos: #X, #Y, #Z
$Closeup_zoom: #
$Shield_icon: shield animation name
$Score: #
$Subsystem: turret01a, #, # ; generated by PCS
$Default PBanks: ( "Name" )
$Subsystem: turret02a, #, # ; generated by PCS
$Default PBanks: ( "Name" )
$Subsystem: turret03a, #, # ; generated by PCS
$Default SBanks: ( "Name" )
$Subsystem: Radardish01a, #, # ; generated by PCS
$Subsystem: communications, #, # ; generated by PCS
$Subsystem: weapons, #, # ; generated by PCS
$Subsystem: Navigation, #, # ; generated by PCS
$Subsystem: Engines, #, # ; generated by PCS
$Subsystem: Main-Reactor, #, # ; generated by PCS
Yes, for many subs and turrets, having all the names in place would definitely help.