Please point me to the ones that i've missed.
Do you have anything to say in its defence?
It gives me a way to fight back and validates the efforts of the pilot, gunners, and engineers.
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Nothing is worse than feeling helpless. In the current system you can always escape through skills and excellent play. The proposed changes here would take away that capability and leave damaged ships feeling helpless.
Consider - you are an engineer rebuilding the armor. You finish rebuilding it and hit it with your mallet. Would you rather know that you just bought your ship several seconds of immunity from permanent damage, or would you rather watch your permahull continue to drop despite the effort you just put in?
It is an interesting thought experiment, but I would basically refuse to play main engineer on any ship ever. The main redeeming quality of main engineer gameplay (for me) is the moments you save the ship. This change would remove that option.
Additionally, I guarantee that a weakened ship could and would hide for as long as it took to heal up before entering another engagement. There are no time limits, no outside factor urging players to engage. A weakened ship has nothing to lose by hiding for 30 minutes (okay, even just 5). Pick any map and if you want I can give you the run-around for 30 minutes.
Some of the resistance you are meeting comes from the tone you take in many of your posts, stemming from experiences you have had that many on here have not had, or disagree with. It is hard to calmly enter a discussion when you start off by denying that a tactic regularly used by many posters here doesn't currently exist (retreat).
What you did post that got drowned out was something interesting:
But inexperienced teams would not be punished so hard for the imperfect performance.
You sort of poke this once in a while but for the most part you leave it alone, even though it is something that has been discussed in other threads and is an open discussion.
Currently if I pay attention to my armor and hydro out of a situation every time my armor starts to get low, I can go a match against an inexperienced pilot without taking any permanent damage. This is cool for me, but probably discouraging for the other team.
Your system would change that so, assuming I didn't hide to fully repair after every engagement, I would probably be slowly whittled down over a match and killed, though this doesn't change the outcome of the match at all.
As a tool to balance the skill level between teams, this is interesting, but only if I ignore logic and don't ever hide and repair. So now instead of a quick 5 minute 5-0 match it becomes a 20 minute 5-0 match with lots of time spent staring at a wall in a corner.
You have recognized a problem and proposed a solution, but it wouldn't actually change any of my matches against less experienced teams for the better. Personally it would make the matches less fun and more drawn out. I can't imagine it being more fun for the enemy team.
Look at it from a different perspective. There have been a lot of criticisms of different factors of your system. What changes could you make/implement in it to neutralize some of those criticisms? If you think you are on to something but everyone disagrees, maybe there is a middle ground that actually has a solution?