I've been throwing around some rules for a scenario of attacking a capital ship in my head. The model itself would be stationary and a player would assault it while another defends it. Give it a new firing range template for turbolasers that go from range 3 to 7, with a dead zone of 1 and 2, making it so fighters could get in on it and be safe, and forcing it to use a fighter escort to protect that dead zone. If it was included in a point buy, then maybe anti starfighter weaponry as an upgrade…
Then, it'd have a shield generator that could be targeted in order to bring down the shields in order to damage the ship itself. I'd have a few well defended/hard to hit weak points on it where standard weapons could score damage, and secondary weapons like missiles and proton torpedoes could score damage anywhere on it as long as the shields were down.
If that seems to work out, then you could do other scenarios such as defend the capitol ship X number of turns while it repairs its hyperdrive/shields/etc.
Once I get a couple more friends into the game, I'll try it out.