Plus, an extra set of primary shapes models (with pre-colored materials such as Hull/Trim..engines) that can be re-textured by coordinates on totally flexible meshes -- as in, assembling & painting on extremely variable hull configurations.
The ShipYard (by means of a complete overhaul of features, btw) would no longer *only* depend on fixed components or pre-designed elements while giving huge control over the ships framework.
Triangles, Squares, cubes, cones, polygons, smooth curves, beziers, etc.
Secondly, i designed a whole set of new Thumbnails that puts abbreviations for the items such as "hW III", sensors, supports, defenses & weapons - short of having a clear tag line to identify these when we select any while upgrading - it was the only solution. Even the second Troops module now has an "Adv" to tell it apart from the other.
Thirdly, instead of Pitch, Yaw, Tilt "balls", i'd prefer working on the zyx & primes perspective representation as do all 3D modeling softwares uses; RBG, up/down, left/right, depth, etc. Precision is also a concern when you try to find a simple 5° angle cusp on the actual "spheric stuff"; i agree that in that case numericals would certainly help even for the sizing bar. An extra button for "Switch" or "Replace with" an old engine (etc) with a newest is another must have.
Fourthly, Hardpoints, HP, HP, HP, HP, HP(familiar enough?) & possibly even more colors which could also be tied with the theoretical "Slots system" (without the 2-dimensional combat as currently proposed, btw) of Alfonse to hint on the location of, example, engines and other stuff specially for AI templates cuz *we* know where to instinctively or visually place any of these exactly.
Fifthly, proper handling of true thematic Fleets creation in the external Yard option but also backported for DA.