The original damage deck was notorious for - apart from Direct Hit - either doing nothing or ruining a list. Soontir Fel with Damaged cockpit is brutal (To say nothing of damaged engine and so on), but Soontir Fel with munitions failure is laughable. The Force Awakens damage deck moved towards fixing this, but remained a tad unbalanced (Damage engine on a Lambda, and damaged cockpit helps academy Pilots). It's currently a minor point of the game - beneficial critical hits are nice, but not something to be worked into your strategy (sans Kylo, Leebo and Maarek).
Huge ships have shown how brutal specialised decks can be, and I think the game would be better off with a specialised deck for each ship, making critical hits more thematic and/or powerful. There is a lot of unused space in even the small blister expansions, and a 15 card damage deck can be produced for mere cents. Here's an example deck (or two...).
TIE Interceptor (15 cards total) - Direct hits are 1/3 of the deck, and the others are just as nasty on PTL, fragile interceptors.
5 x Direct Hit - this card counts as 2 damage. (ship)
2 x Shredded Wing - immediately receive one stress token, then flip this card facedown. (ship)
2 x Ion Reactor Breach - when you are assigned a stress token, assign an ion token as well / Action; flip this card facedown. (ship)
2 x Stealth Device Malfunction - when you are defending, the attacker may treat the range of the attack as 1 / Action; roll a die. On a [hit] or [crit] flip this card face down. (ship)
2 x Cracked Cockpit - Treat your pilot skill as 3. (ship)
2 x Damaged Engine - Treat all turn maneuvers as red. (Pilot)
TIE Defender (16 cards total) - A lot of maneuverability based crits, plus a bone thrown to the TIE/D title in disconnected link.
4 x Direct Hit - this card counts as 2 damage. (ship)
2 x Fire Control Glitch - you may only declare attacks on ships you have a target lock on / Action; flip this card face down. (ship)
2 x Structural Damage - when defending, you must change all [focus] results to [blank] results immediately after rolling defense dice / Action; roll one attack die, on a [hit] result, flip this card face down. (ship)
2 x Etheric Rudder Malfunction - you must treat all bank maneuvers as red. (ship)
2 x Disconnected Link - you cannot perform [cannon] attacks / Action; flip this card face down. (ship)
2 x Energy Discharge - treat all [straight] maneuvers as white / Action; roll one attack die. On a [hit] or [crit] result flip this card face down. (ship)
2 x Pilot Interface Breach - treat your pilot sill as 0. (pilot)
Jumpmaster 5000 (17 cards total) - Dengaroo is torn apart by this, and a lot of other JM5K builds suffer. Targeting Error would be particularly vicious...
5 x Direct Hit - this card counts as 2 damage. (ship)
2 x Wounded Pilot - when you would receive a stress token, instead receive a face down damage card. (pilot)
2 x Autonav Malfunction - treat all white maneuvers as red maneuvers / Action; flip this card face down.(pilot)
2 x Targeting Error - You cannot perform primary weapon attacks / Action; roll 1 attack die. On a [hit] result, flip this card face down.
2 x Compromised Cockpit - You cannot perform the actions listed in your action bar / Action; flip this card face down.
2 x Structural Damage - when defending, you must change all [focus] results to [blank] results immediately after rolling defense dice / Action; roll one attack die, on a [hit] result, flip this card face down. (ship)
2 x Misaligned Thrust Systems - when you reveal a maneuver, your opponent may rotate your dial to an adjacent maneuver. If they do so, remove one stress token from your ship / Action; roll one attack die. One a [hit] or [crit] result, flip this card facedown.
So there you have it. Some custom damage decks for each ship. You'd be required to have 1 per ship at tournaments, but that amounts to very little storage space required. Cards are dirt cheap to make (especially without much artwork), so the price might be increased by $1 per expansion, but I think it'd be worth it.