That'd go into a tactical combat sort of thing, which really isn't in the cards for GC2.
i wouldn't necessarily agree from a gameplay standpoint...
(though, please don't take my tone as argumentative; i've given up on seeing any major changes to GC2 a while back, since it seemed development was mostly winding down, which isn't meant as a "do something about this" complaint, so much as a sigh of resignation).
all ever envisioned was a screen similar to the planetary invasion screen, that would pop up before a battle, list the enemy ships, and allow each side to rank which should be fired upon first. whilei can see the tactical elements in such a proposal, i guess i have a very different notion of 'tactical combat', owing as much to my background in D&D. my idea of tactical combat includes things like flanking, splash damange/area-effect attacks, and range--things that wouldn't come into play in a simple target prioritization menu.
i guess i'm only bringing this up, btw, because i think it's an interesting discussion.
Just putting the feature in without some clever AI code (read: lot of development time) would put the poor AI to a further disadvantage.
well, having pretty much zero knowledge of how Brad coded the AI, i don't think either of us are in a sound position to do more than speculate. however, it'd seem to me figuring out a simple and mostly effective algorithm for target prioritization wouldn't be nearly as difficult or time consuming as, say, those for planetary development or starbase placement. all i think it'd need to do is use the normal targeting algorithm and then apply a few if/then caveats (if target X might be too well defended to take out, focus attacks on other targets).
/2¢