This I agree with. Keep the target reticle and the ability to see on the ship where the modules are, but remove aim assist. I say that as a HOTAS player who should be praising the micro gimball too. The further away the ship is, the easier it is to snipe a module, that never made much sense to me. The red square reticle in some cases is even bigger than the ship at 5km, which is crazy.
Oh, what about keep the micro gimbal and the red sqaure, but have the square shrink and enlarge depending on the distance? So a smaller square from at 6km essentially.
I dunno just a suggestion. I don't know if FDev read these forums for player feedback anyway XD
My personal preference would be to remove the microgimbal effect entirely. This would make landing hitscan shots at extreme ranges be effectively the same as firing at an untargeted opponent...far from impossible, but difficult enough that evasive maneuvering could be effect at such ranges, and that any modules struck would be essentially random.
A related mechanism that has always annoyed me is how precise our sensors are with regard to subsystems. They can barely detect a ship at ~7km, yet can somehow see inside it to determine exactly what modules are in use and what condition they are in?
Instead, I would have only external modules be specifically revealed. All internals would simply have their basic labels. This would work almost the same for fixed internals (which have fixed, known locations), but for optional internals, which are fully modular, all you'd get is a slot number...you'd have to guess, discover via trial and error, or otherwise know what someone had placed in a given slot if you wanted to pick out a specific optional internal (such as a shield gen). I'd also remove the integrity % remaining display from internals, as again, the sensors should not be able to see inside the ship. As partial compensation, I'd have sensors reveal the precise temperature/heat level of an opponent that had it's radiators open (up to a certain level that corresponded to the maximum dissipation rate of the ship). This way you'd get some indirect feedback as to what modules were still functional. For example, you shoot the PP and notice a momentary dip in temperature, which would imply you've caused a malfunction.
I'm sure many people wouldn't like the uncertainty that would come with such a change, but I feel such uncertainty makes combat more interesting, and that the mechanism would make more sense than the current one, given how our sensors are described. I also think it would tip the balance slightly more toward hybrid and shieldless setups, which have their internals exposed to attack far more often.
You can be run out of double chaff in under 5 minutes.
I think he was suggesting that only using chaff when dispersal was on cooldown would extend the time one would be protected from gimbals. Getting ten minutes, with some short gaps in protection, out of 32 well timed chaff uses and conservative use of a dispersal PA or cannon wouldn't be implausible. It's still not long enough to last the duration of a duel, but it could easily be enough to allow victory against an opponent that dependent on gimbals. Dispersal also doesn't do much good in wing combat or 1 vs many scenarios, when it's impractical to apply to more than one opponent at a time.
Anyway, specifics aside, I completely agree with your core premise that the game makes the easier to use, passive defenses (shield boosters, front-loaded prismatics, etc), generally more effective than many of the ones that require careful timing, or positioning (almost every other defensive utility, regeneration focused shielding, anything having to do with taking hull/module damage, et al) and that this is undesirable.