I'm wondering about the best way to handle the player interface. Schine would probably come up with better ideas, but I'm thinking....
0. Instead of having separate selections, would it be better to have the AI prompt the player, to verify that it can fire on the selected entity? This wouldn't work well with more than two turrets; many turrets would create a message queue in the heat of combat; exactly where a message queue is not needed.
1. Nav Screen: Two buttons next to each contact, one green for nav-targeting, and one red for combat-targeting. Or just keep it as-is? Nav-select only possible in Nav Screen? At least that would reduce re-learning and accidents, because generally, if you just want to "check something out", you will be willing to take the time to work on the nav screen. It would also need a special "nav-target-under-reticle" bind to view entities that you can see, but don't yet know about or identify on the nav screen.
2. Single-button selections: One push to nav-select, a second to combat-select? That might lead to accidents with accidental double-pushes. Plus, you want quick and easy combat selection in the heat of combat, not relying on a toggle.
3. HUD: instead of changing the color of the contact, maybe draw an additional triangle around the contact chevron, with the color of the selection-type.
Also, it would be a very interesting game mechanic to select explosions, weapon fire, and other temporary, non-entity events as nav-selects, to track down cloaking ships that fire. (Or possible, invisible singularities, like hidden wormhole portals, which might be introduced into the game, specifically to take advantage of such a nav mechanic.)