I wonder what that does to Damage control readiness during combat operations.
It's not great, but bear in mind LCS is
not a class designed for heavy combat or rapidly changing tactical conditions. It's a local patrol and seaway control ship with some secondary functions in minehunting, ASW patrol, that sort of thing. Even with the surface warfare module (assuming they've actually got that one working, and I don't recall hearing it declared operational), it's still not really intended to fight another surface combatant. Both designs are principally aluminium - at least in the superstructure - and the damage tolerance requirements are essentially "crew survives but the ship is disabled" in the case of a major hit.
Equally, because of the relatively small number of crew, a lot of the crew members have a "double hat" - I remember one reference to the Surface Warfare officer acting as the fire team leader on the flight deck, which means that you would be short firefighters during any flight ops if the ship was at general quarters (the reasoning being that since the LCS doesn't carry strike aircraft, you wouldn't be operating aircraft when likely to be firing the ship's weapons or under fire).
That's the principle weakness of automation (at least at the moment) - it massively reduces both crew requirements and the workstrain load on those remaining but it really doesn't cope well with being shot.
That said, the argument could be made that a carrier isn't meant to come under direct attack either. The value of the cross-hairs painted on it makes it seem a relatively short-sighted view, though.
In traveller terms, the existance of of automated repair drones does help significantly; these are spare 'hands', not just functions built into systems that are as likely to be damaged as the thing they're attached to. Equally, as far more systems are dependent on distributing energy not mechanical force or fluid flow, it becomes easier to design a ship with a 'national grid' that allows you to reroute around damage.