Module Targeting is a really neat feature that could add interesting choices to combat.
However, currently, it doesn't, because there is no reason to do anything except target the powerplant for a faster kill.
I suggest the following changes:
Remove the ability to target the power plant entirely.
Reduce all module health by 75%, except for in the case of Thrusters.
Here is the reasoning:
Targeting the powerplant will always be the desired goal as long as you can reduce the module health to 0 faster than you can reduce hull health to 0 - the primary goal of all combat is to destroy your opponents ship, so doing anything other than going for the throat is wasting time.
By eliminating the powerplant as an option, you are stuck chewing through hull to eliminate you opponent. This doesn't significantly affect combat between ships of similar size, as generally it takes about as much time to kill the PP as it does to reduce hull to 0. However, in battles in which you're outclassed, now you have interesting choices of what to target to try to cripple your opponent and level the playing field. Module health is reduced so that it becomes logical to try to go for multiple systems over the course of an engagement, instead of picking one and having the target be near hulldeath by the time it's out. Thrusters remain difficult to eliminate because the target is essentially dead once they can't maneuver.
However, currently, it doesn't, because there is no reason to do anything except target the powerplant for a faster kill.
I suggest the following changes:
Remove the ability to target the power plant entirely.
Reduce all module health by 75%, except for in the case of Thrusters.
Here is the reasoning:
Targeting the powerplant will always be the desired goal as long as you can reduce the module health to 0 faster than you can reduce hull health to 0 - the primary goal of all combat is to destroy your opponents ship, so doing anything other than going for the throat is wasting time.
By eliminating the powerplant as an option, you are stuck chewing through hull to eliminate you opponent. This doesn't significantly affect combat between ships of similar size, as generally it takes about as much time to kill the PP as it does to reduce hull to 0. However, in battles in which you're outclassed, now you have interesting choices of what to target to try to cripple your opponent and level the playing field. Module health is reduced so that it becomes logical to try to go for multiple systems over the course of an engagement, instead of picking one and having the target be near hulldeath by the time it's out. Thrusters remain difficult to eliminate because the target is essentially dead once they can't maneuver.