I'm not certain that allowing crits to be repaired on the turn they occurred is particularly desirable from a game point of view.
The way we play it is that Crits can be repaired in the move they are suffered.
The major plus point on this, for us, is that it removes the need to keep track of which crits are this move, and which ones are old. In large games, with the wine/beer/spirits flowing this can easily get lost.
The other arguments fall into (IMO) roughly balanced point.
I was going to call them pros and cons, but after reading through them I realised that each could be either a pro or a con depending on point of view.
1) The overall effect of crits is reduced if there is the potential to repair them at the end of the move they are inflicted.
2) Because (in our system) the number of crits that can be attempted to be repaired is dependant on ship level the larger ships are given an boost.
3) Crew quality becomes more important, as the better quality crews are better able to maintain/repair crits before they have a major impact on the ship.
4) It's irritating to score a crit, and then see it repaired before it really has an impact, unless it happens to be one of your own ships (although the extra damage/crew loss doesn't go away).
5) Does the ability to try and repair crits in the same turn balance/overbalance things in favour of the big boys/high quality ships?
As it is, even the Shadows and Vorlons have to suffer crit effects for 1 full turn - what are you going to do with them? If they auto-fix on the turn they've been inflicted, what's the point? However, if they have to wait, they are being unfairly penalized because everyone else would get a chance to fix crits, whereas they have to wait - so much for "Redundant Systems"!
For the Vorlon/Shadow special ability to repair crits we have our own "house rule", which I didn't include in order to keep the original post down to the essence of the solution.
Vorlon/Shadow ships can attempt to repair all and any crits, in the turn they are suffered and any subsequent turns, with a +2 modifier on all repair attempts.