I'd agree with Mikhael on the above, except for capital ship hulls, as - if you parallel it with current day naval warfare - a single fighter can very easily take down a warship (i.e. during the Falklands, the Argentine Skyhawk using Exocet missiles took down the HMS Sheffield , I think, and a large cargo ship - and they could have taken down the fleets carriers if they got past the radar net)
As for capships;
- A mix of Fs style beams, but with particle stream-like effects, and pulse lasers - barrage guns firing energy bolts at rapid speed.
- Huge - 5km plus - that was one of the few things that dissapointed me in IWar2, the ship size. And even bigger installations

, capable of refitting tens of capital ships at a time
-Fully deformable - able to make realistic holes, dents, etc in the hull, and even being able to cut massive sections off... and leave the hull and some debris floating in space.
- Localised damage effects - fire, vented gas, shrapnel, and even seeing the breached levels of the hull
- some larger, 'special case' ships shielded.. a large carrier (eg) class of about 10km, with comparatively weak weapons but deckplate shielding.
- Fighters
- I like the Fs2 fighter style, but maybe slightly less like 'modern' fighters in design
- With some deformable geometry, and certain key parts, like a cockpit, which can be destroyed
- The pilots head visible - like in Starfox / Lylat Wars

- Weak shielding, possibly only in certain parts
- Possibly a slow autorepair system, which requires energy from other parts... maybe a bit complex though - I prefer point and shoot to engineering management
- bombers should be big, slow, but well armed and strongly shielded. I think FS possibly makes a bit too little distinction between bombers and fighters, bar the Ursa.
- Optional turrets - which can be 'locked' onto a target or set to free fire
- Modular weapons systems (like in IWar2, methinks)
- Oh, and cloaking devices (at expense of weapons or some other function)...

Weapons
- I prefer fast, rapid fire but weak weapons... most improtant is that they look good, and have definite advantages and disadvantages.
- Specialised EMP weapons would be good, too.
- Lots of light, fast weapons on big ships- looks better than 1/2 heavy lasers bolts per second.
The rest
- A mix of newtonian physics, but possibly with a little bit of inertia dampening (compared to I War2).
- an IWar2 style 'freeform' system, with travel a part of the game, but based upon being part of a larger force - i.e. stationed on a carrier. Possibly with promotion allowing more say in mission objectives & planning.
- an option to go it alone as a trader / pirate (possibly after the main storyline), to explore and trade.
- customisable logos, etc on ship - eg your callsign & squadron on your helmet in cutscene (using engine), on the side of the ship. Being able to set cockpit preference,s like lighting, and easily add skin info to your ship - i.e modding for those who can;t mod

- or even being able to pick furry dice

- Virtual cockpit, with damage effects (something IWar2 lacked a bit, methinks)
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