I have appreciation for the effort and thought, but you have some serious blinders on if you consider this to be "barely" WoW-esque. The kind of mechanics that you speak of just don't work in a game like this, and quite frankly, you wouldn't want them to work. Those types of mechanics lead to Thrusters only to stay out of firing arcs (and maximize dps uptime), and 4 (maybe 5) ships are viable, and the rest can get out because they simply don't bring enough firepower and/or defenses.
I do want them to work like this. What would be the issue with thrusters only maneuvers to keep out of the 'fire'? That takes skill and awareness to all move as needed without bouncing off each other, we'll have to work out starting positions, it would be very deep. As for only 5 ships being viable, I could not disagree more. Every ship would bring something to such an encounter, provided the piilot was good enough (obviously no haulers or Adders, etc, although the Adder can be quite effective in the right hands. Think Viper and up, and they all have something they're good at and something they are bad at. Besides, this is end game content, it's for good pilots with good ships. Now you're going to say there's no endgame in Elite, but that doesn't negate the meaning the word 'endgame', i.e. After you have gear and skill aplenty.
Your scenario would be much more epic if there were no special abilities, but the Boss ships (yes, more than one, at least 3, maybe 4 or 5 that are Elite, and Engineered) come out of the station together (or warp in), and use group tactics to try to defeat you. These types of things work, a single Boss does not, and never will. If we are going to have Wing content, then it needs to be about the objectives, coordinated tactics, the environment, and (nearly) overwhelming odds, and never about any single, super boss. This includes "adds" as well. The "adds" are the boss, in other words, and they are a boss that you absolutely cannot use a strategy of simply staying out of firing arcs and laying on the dps.
How would fighting the same old NPCs using the same old tactics that we fight every day currently, be more epic and/or challenging than special mechanics? You say a single boss doesn't work,
but you don't say how or why, I find your scenario infinitely less thrilling. I stand by my vision of the boss fight being VERY different from facing yet another Elite NPC conda or wing thereof.
There is another challenge to this type of content as well - without being arbitrary, or gamey, how do you create scenarios where the smaller ships can be effective?
By applying your brain, imagination and a lot of mathematics.
One way would be that the Mission scales based on the ships in the Wing when it's accepted (and you can't change ships until you finish or abandon the mission). While that is both arbitrary and gamey (and problematic), it would allow those who enjoy the smaller ships the ability to enjoy the content their way, instead of being locked out because they don't like (or don't have) what the "community" has dubbed to be the only 5 viable ships.
I don't support this (scaling), it should be something with a specific set challenge, and only when the group obtains enough skill and gear combined, can they defeat it. If that means that the optimal group makeup in terms of ships, is obvious, so be it, but bear in mind in MMOs, that wherever this is obvious, there goes a group with a bizarre makeup to prove it can be done, and they have fun doing it and we have fun reading about it. In any case, in my vision, there would be many different encounters, we could easily make one that big ships couldn't do for example (like a fight in very tight spaces)
I want good Wing content in this game, but anything remotely like current MMO's just isn't the way.
You say this, but you have not provided any reasoning beyond that you don't think it would work very well.
Edit to add: Your scenario, and others like it, need to be able to be completed in roughly 20 minutes, because that's just how the current gaming crowd rolls. If there is too much "crap" in the beginning, people will start to complain about how they have to do the "crap" to get to the "fun," and unfortunately, this must always be taken into consideration when designing such things. Also, there should not be respawns - you die, you are out for the duration. Unfortunately, because of certain types of people, we can't have nice things, so Frontier would also have to build in some way that this could not be gamed, and the only way that I can think of is someone dies (or isn't engaged) = your group fails.
Sure, half an hour for a 'dungeon' type scenario, but a lot longer for the 'raid' type content, such as my initial scenario (which if it became a raid, I would make a LOT more complex). Many,
MANY people are crying out for something to sink their teeth into, and I believe many of the hardcore players that really support this game and keep it running, would enjoy this kind of content.
Riôt