Like many here I'm sure I've been keeping a close eye on Legion. One of the most elegant things imho about Legion is the command system. For those who don't know how it works: essentially your commander has a set of command cards that list a priority & a number of certain units. At the start of a turn both players play one of their command cards. The player which played the command card with the highest priority activates first, and gets to activate the number of units indicated by the command card. Then the other player activates the units indicated by his command card. After that the remaining units get activated one by one.
I'm not super familiar with the exact command cards in Legion, but generally the higher the priority, the fewer units you get to activate. So its a constant evaluation of going first but only activating one or a couple of units, or having lower priority but activating more units back to back. And since you won't know what command card your opponent plays, you may still go last even with a high priority card, or go first with a low priority card.
For Armada such a system would imho be a great addition as it adds another layer of strategy (do I use a high priority card that only activates my flagship but probably first so it can evade the Demolisher double-tap, or a low priority card that allows me to activate 3 small ships back to back but probably lets my opponent go first) and it 'fixes' a pet peeve of mine, that having first player + more activations than your opponent is extremely powerful as it allows you to go last-first with impunity. With the command card system you are not guaranteed to go first every turn as first player, or going last every turn as second player.
So I thought I'd start this topic to discuss the pros and cons of this system and how it could be implemented for Armada.