I'm confident that would move the Dio farther from, not closer to, the narrative target. Trying to highlight and disambiguate cues is exactly what the narrative frame for the Dio presence in Darkest Hour and Aristeia wants to avoid.
In broader design terms I'm supremely uninterested in the conventional toolbox of 'wow look out, that enemy type is badass!' and 'check this out, this AI is about to do one cool thing, which you'll never see repeated since it was a completely scripted moment!' These are familiar, tired, dreadfully stale techniques in game narrative. They highlight the artificial divide between authored content and systems content.
Dark Souls is an example of a game that I think points the way in a better direction: you screw up, you die, you learn. The player builds a narrative out of their experience with the system.
If there's one reason I think this is such an interesting topic, and I'm so dismissive of the (quite constant for the past several years!) cries to give the Diomedes a big crazy hero moment, it's this: I think people are looking for a simple story about a simple ship. Years of science fiction have taught them to look for the Next Big Thing, the USS Defiant, the Excalibur, the new effects showcase, the hero ship that gets a cool shot and a cool battle. This is part and parcel of the calcified space opera narrative. It's Serkr Team jumping in to blow up your ship while you look on, full of awe and totally empty of agency.
People do not look for a middling ship with complex capabilities, operating against the backdrop of a politically muddled tactical doctrine, dealt with by a tactical situation that is not always centered on the player. They don't know how to read that out of the information they're given; it's just not a schema they're prepared to recognize. And gamers have spent so long thumbing that awkward seam between authored narrative and systems narrative that they do not believe a story which is told in systems narrative. They don't know how to trust 'that ship made me lose the mission' on the same level as 'that ship just got a scripted sequence!'
I'd much rather challenge that than cater to it. BP is not a simple story about simple things. If we wanted everything to be instantly clear and visceral we'd be doing a much less complex story with a lot more respawning wings. And I'd rather have - as niffiwan said - a problem whose solution is not always as simple as 'I shoots it with my bombs' and not always as clearly stated as 'here is the ultimate badass, you must disarm its beam cannons right now, Alpha 1!'