We're trying here to come up with some general formula that specifies whatever-you-want-to-call-this-crit-mechanism. I don't think that's right at all. This is a mechanic that shouldn't be coarsely-done; criticals are such a large mechanic in the game that doing this would likely put "crossbeam's outa skew on treadle".
This one reeks of slow balance and playtesting. In particular, ships that play best in the endgame because of manouverability -- White Star, Vree, Agile Ships, G'Vrahn, Shadows, Dargan, Liati, Tinashi, Tashkat, etc.) or play best to the endgame because of very powerful defense systems like GEG (Adira, Amu, Dra'vash, Adult Shadow Ship) need to be reigned in on this. Ships that don't include the big lumberers that have trouble at the end .... Nova, G'Quan and variants, T'Loth, Wahant, Rohric, Rongoth, Primus, Octurion, Omega, Fireraptor, Urik'hal, Hurr Gunship, Avioki and variant, Corumai, Jucaya, Orestes, Sharlin.
This is just an attempt to account for balance, above all! We can't keep trying for this goal, and yet apply some flat fix. Quick-and-dirty got us to where we are, but if we want better, it's going to take time. No one ever claimed game balance was easy -- it's not!
This, if done, should be done on a case-by-case basis. And, because we have demonstrated in a variety of ways here our collective blindness to any balance issues about ships that we personally fly (me, too --- it took a while before I relented on the 1st Edition Targrath as overbuilt), I don't think this is something that the community can do.
We likely need the Mongoose for something like this.