Apoligies if this isn't the proper place, but the FSO/SCP sub-forum seem to just be release notes, not actual discussion/suggestion
Anyway, I was thinking of a proposal for a way to make electronics work much more flexibly (and with beams)... or a new type of disruption effect. Basically like overheating.
Electronics weapons would impart a certain amount of disruption damage ($disrupt_damage, defaults to weapon damage if not specified).
Every ship would have a certain amount of tolerance, like a gauge/bar that needs filling ($disrupt_tolerance, default calculated by ship HP or volume or size class, if not specified) and would loose it at a certain rate ($disruption_loss).
A ship could have modifiers applied, much like weapons have, but for systems instead of damage type.
Like +modifier_weapons 0.5 would trigger weapon shutdown at half the value, +modifiers_engine 1.5 would trigger weapon disruption at 1.5 the value. So each ship can have subsystems of different resistance to being disrupted.
Add a certain amount of randomness and you have a nice system where you can keep a ship suppressed by keeping it's disruption high enough.
This would make this type of disruption work with beams and make it more flexible.
A small downside of the engine having to track the disruption buildup for each ship, but it should be negligible.