easier implementation that gives you a better chance of surviving: radiation clouds that slowly attack (random 0.001-0.02 dps to exposed surfaces) lighter materials, pipes/wires, and electronics but ignore high AV materials like beams and plating. Baseline estimate is you'd need to sit inside one for a day before exposed systems show the beginnings of damage and wires and pipes may have accumulated enough damage for sections to break. They can be detected with a radiation/heat sensor just like ships, so they can be used to hide in as well.
ED2: having radiation attack low-AV stuff also means it gets more dangerous when nebula and corrosive weapons have attacked stronger mats and reduced their AV, so areas where radiation and nebula combine/overlap are high environmental threats, add in battle damage or micrometeoroid swarms poking holes in your outer hull and you have reasons to overbuild and compartmentalize ships, increasing the size of the optimisation window and allowing less-than-optimal and creative builds to compete
ED: it's also better if most damage only needs a quick spray of the build tool with the material auto-select, while this game has a complex build process, I don't think minor repairs to plates, systems, and wires/pipes should be tedious, just having to track down shorts, holes, and leaks and patch them is enough of an in-depth task, especially as ships get bigger and/or more compact; the key is minor inconveniences, not gameplay-stopping problems