Were these done as slots? Could you replace them or these were tied to the hull? And a link maybe? :)
VGA Planets refers to these as "super-weapons", but they did not exist until v4.
Personally, I also felt they didn't add much to the game and introduced a level of complexity that was unwarranted.
I'd much rather have individual hulls display unique attributes that are not directly "firepower-centric" though.
You will not like it :D
Why would I not like this? The automatic part, I'm not too fond of specifically, but having a reason to return to base may be interesting or irritating, depending on how it is introduced. Then again, it is a matter of determining how much this really adds, and whether this compensates for the level of complexity involved (might be a lot to keep track of these routine maintenances).
Premise: 1) Ships are not only about firepower/armour/speed but also about "how long it fights vs how long it is in maintenance", sure you can make a super powerfull one but if 80% of time it needs to stay in repairs/maintenance it's not that useful. Frequency of maintenancy, breakdown rates, etc add a nice strategic level consideration to fleet building. 2) Obsoleting ships on regular basis, introducing new ones over time (not necessarily a different function or purpose, just a better version of the same good classic destroyer, just with slightly upgraded electronics and guns). I love the (realistic) concept of fleet/army being more or less static in size but ships being like "equipment" that is replaced/upgraded constantly. 3) Adding a whole new layer of maintenance infrastructure (not just shipyards to produce ships and that's it), repair bases, supply depots, etc. 4) Since old ships require more and more mainenance it gives and incentive to scrapping old ships, which is nice in the sense that no ship is made to be everlasting and combat casualities (especially among old ships) is not that traumatic (as long as crew is able to use escape pods since they are the key resource).
To make it really work it should be automatic I think (but I would be delighted to see another scenario). Like a typical ship needs to go to maintenance every 10 turns and it make it unavailable for 1-2 turns. The sipliest mechanic would be that these ships are auto "teleported" (I said you would not like it :D) to the nearest military base then it would be unavailable for X turns based on distance. Then it is teleported back to the original fleet regardless on when it is at the moment (unless the original fleet is destroyed/disbanded in such case it will be in reserve and can be assigned to another fleet).
During maintenance ALL ships (in the base) are stripped of all equipment (empty slots), then equipment is reassigned from scratch among these ships based on what is available (like newly produced equipment). Crew's morale is also "refilled". The ship is set to "maintenance 100%", in addition the ship is repaired of all damage (if higher damage it might require sitting more turns in the base - like +1 turn per damage severity level).
During/after combat heavily damaged ships are auto retreated to the base for repairs (so "anihilation of whole fleets" is unlikely). Also all ships that reach 10% maintenance or worse are auto sent to maintenance.
Destroyed ships create "escape pods" which is kind of ship which slowly returns to the base and frees crew for further use.