The closest I would come to this is to give systems individual HP. I.E if you destroy X percentage of a thruster grouping, then said thrusters stop functioning or even explode. But I don't want a block that is just an "I win" button if you hit it. One should have to target multiple areas of a ship and do massive damage to them in order to take it out. May not be realistic, but it is more fun. Also, the issue with fighter combat is because fighters tend to have such a high armor/system block ratio, and so while much of its mass may be gone, the actual system blocks may be largely untouched. This is particularly true for isanths, which are the most commonly encountered fighters. I would also note that the old core system was actually worse about ships sustaining silly amounts of damage and still working fine, since with the old cores one could (in theory) destroy all of a ships blocks but one and have it actually have it IMPROVE in terms of mobility. Obviously this is not likely in a real combat scenario, but neither is destroying half of a ship with the HP system and having it still function normally. Recall as well the system malfunctions that one gets when their system HP is low. If those are not crippling, I don't know what is. And finally, consider that having the core as the weakpoint actually discouraged people from studying a ship to find weak spots, since the only block that really mattered was marked by big fat nav icon.