Ok How about this for final:
Emergency Energy Reserves:A ship with EER becomes crippled when it loses more than 50% of its starting hit points. When crippled, the ship reduces its turrets, shielding, and weapons strength to 75% instead of 50%. The vessel still counts as crippled in every other respect.
Advanced Engines: The ship gains +5cm speed, reduces the minimum distance to turn by 5cm, and add +1D6 when on All Ahead Full special orders.
Advanced Shielding: Weapons using the gunnery table suffer a right column shift when firing on a vessel equipped with Advanced Shielding. Lance weaponry firing on this vessel must roll a 5+ to score a hit.
Fleet Defense Turrets: A vessel with Fleet Defense Turrets adds 2 to their turret value. This vessel and one additional vessel within 15cm chosen by the player each turn may reroll dice for any turrets that miss until the end of the turn.
Gyro-stabilized Targeting Matrix: Ship weapons are reduced to 75% instead of 50% when on All Ahead Full, Come To New Heading or Burn Retros special orders. Nova Cannons still may not fire. The ship may reroll 1s while firing its weaponry if it is not on lock-on special orders.
Augmented Weapon Relays: Weapon batteries shift left on the gunnery table. Lance hits count as double
on rolls of a 6.