The subsystem/device template idea is awesome, and something I've been thinking about for a while. I doubt I have the time OR skill to do it myself, but I'm definitely willing to help if we can find other interested coders. I think EVERY mod could use this in some form or another, except perhaps 'pure' FS2 mods that don't want to shake the canon boat too much

Think of it inside-out -- the animation doesn't trigger the characteristics... instead, a 'device'/subsystem with these characteristics triggers the animation. Imagine this system as a new table. A device has 3 'phases'. Phase 1 is the 'warm up', phase 2 is the 'active', and phase 3 is the 'warm down'. The table sets what each phase does.
Phase 1 triggers the animation, plays a sound, disables afterburners and weapons, and waits X seconds.
Phase 2 re-enables afterburners, reallocates energy and maybe changes flight characteristics.
Phase 3 triggers the animation in reverse, plays a sound, disables afterburners and waits X seconds.
After this we're put back in 'normal' mode, putting energy allocation, weapons, and afterburners back to default.
Phase 2 can be customized in the table to either be infinite (until the player turns it off with a key press), last a certain amount of time, or until some sort of 'ammo' runs out.
Interesting how similar this is to the concept of a cloaking device:
Phase 1 triggers the animation (granted, more of a texture change than a moving subsystem, but still...), plays a sound, disables afterburners, shields, and weapons, and waits X seconds.
Phase 2 reallocates energy and maybe changes flight and sensor characteristics. Oh and there's the little detail of making the ship invisible too, yeah

Phase 3 triggers the animation in reverse, plays a sound, and waits X seconds.
See what I'm getting at? The possibilities are awesome. The problem is getting started. Once the beginning framework is in place, it'll be easy to add things one by one... "oh yeah, how about let's add a radar range change" -- Stuff like that, I can do.