While I think a subtle advantage with manual controls might be balanced by the workload as to not be a real advantage I'd prefer to see HTC work on a more finite damage model. Damage boxes or subsystems that degrade performance rather than the all or nothing type we have to me would make the biggest difference.
Saxman's wish is just as valid as anyone's,if you disagree just say that, no need to attack a player over an idea.Over the years I've seen many good ideas and plenty of bad ideas but each one was as valid as the others.
YMMV!
The thing about adding workload, that can be offset by macros pretty easily. Secondly, as far as engine management, my main question is once you're in a committed fight, why would anybody ever do ANYTHING other than set everything to maximize your performance at the expense of heat? The same as WEP is used now. Unless the overheat time was way, way short all it becomes is "press this button for free performance as you merge. If the other guy is a filthy casual he won't be doing it."
The whole "it would be fair because of workload" argument is either naive or borderline dishonest IMO. YMMV as well.
I've been banging the gradual damage model drum pretty near since I got here. The only answer I've seen from HT about it said he didn't like the idea of people trying to hit you early in the fight to degrade your performance for the remainder of the fight. To me that sounds like gameplay but he seems to have made up his mind.
Wiley.