The biggest problem I can see here is when we go long range. Atm you can take some damage in long range and then go back to cover, while with your suggestion most would probably be rather scared to move out of cover, because they will get instant perma hull damage.
Question is: Is it worth changing the system to this? I say not, as well because the current one works so well.
The hull is supposed to be
repairable in my system. If it would have a very large health pool then it can't be repaired quickly enough to affect the result of a battle much but you would be able to fix it if you have a minute between engagements.
Answer is: It is worth discussing it seriously at least.
What caught my attention in this 'reform' is that ships are going to die waaaay faster which I think isn't the good direction
Actually no. I expect ships to die slower.
Currently explosive weapons have so absurdly high damage in proportion to hull HP because they need to operate in a very little time window when the hull is exposed. This window can range from 15 seconds (roaming engineer and Galleon's armor) to as little as 2 seconds (2 engineers camping squid's armor) That's why we have little to no time between "we're fine" and "o'shi..."
The system can fail in another way too. If you ease the pressure for a few seconds (for example your gatling was disabled) then enemy armor would be completely repaired and you'd have to start over.
These 2 factors are
making TTK very inconsistent. When explosive weapons won't need to operate in a tight schedule and disabled gun won't give a chance to completely negate all your efforts then the Time To Kill may be stabilised and balanced as needed.