The problem is, how does the AI know when to use different targeting priorities than the default?
For example, let's say that I intend to attack a fleet which has one or more ships with fleet-boosting modules, and the rest of the fleet consists of high-attack no-defence ships.
If I were going to attack that fleet I'd almost certainly want to attack the ships with the most firepower, and leave the ships with special modules for last if they only have a few low-end weapons on them. The inherent danger in this approach though, is that the fleet-boosting modules will be functional for as many rounds as it takes for my ships to get around to them. So if the module boosts the fleet's weapons, my ships will take more damage than using default tactics, which target armed support ships preferentially.
Maybe, it would be more optimal if I could tell my ships to first cancel out the firepower advantage by destroying some of the firepower-heavy ships first, then focus attention on the ship that has the weapons-boosting module, then mop up the rest. However, if the opponent knows that I can do this, all his ships that have any decent amount of firepower are going to be encased in defences. This means that not all the firepower I direct at those ships will score damage, some of it will be absorbed by defences. So, it will take me far longer to cancel the firepower advantage, and this makes the special module ship a more tempting target.
In my opinion, this could give human and AI players something to think about when designing their ships, but it should be an optional part of gameplay. Also, no matter what tactics you use, losing ships is inevitable. When ships survive battles and gain experience they become tougher to destroy, but in order to take advantage of that you have to take a risk with them again.