HG1 had a lot of good elements: The armor penetration mechanic, you did not have to roll for dozens of batteries, the idea that configurations have advantages and drawbacks, the fact that the computer was not as all-deciding (same mechanic as in HG2, but capped at model 7), all damage results were potentially meaningful etc.
Admittedly there were problems, mainly concerning implementation; for example the tables were designed in such a way that high-level batteries basically could not miss anything. HG1 also lacked some design options from HG2 I would not like to do without (energy points, varying levels of armor). For designing ships, HG2 is IMHO clearly better.
But for the combat, HG2 basically threw out the baby with the bathwater, I feel. Instead of overhauling the system found in HG1, it scrapped most of its concepts and replaced them with new ones that, while more smoothly implemented, were fundamentally flawed - moreso than the concepts(!) from HG1.
CT HG1 is worth mining, but I can't say I'm a fan of it. I don't like the armor mechanic, but I don't want to sideslip into a debate about its pros and cons so I'll leave it at that. It's sufficient to say CT HG
2's armor system could use some serious tweaking, and I'm thinking of starting a post just to focus on that.
I do like their treatment of configuration. It always struck me that something shaped like a scout-courier would be harder to damage than something like a Broadsword, those sharp angles being a significant advantage against beam weapons and non-nuclear missiles in particular, especially if we're considering the latter to apply some or most of their damage through kinetics. Bringing that into HG 2 is definitely worthwhile, in my opinion. The description of ships being screened by placing them behind the line clarifies the reserve a bit better, there are embellishments like planetary defense and blockade-running and such that are worth a look, it introduces the jump governor (which I don't see mentioned elsewhere), and there's a nice paragraph after "Options and other possibilities" with ideas for things to add if you're actually doing deck plans.
On those embellishments, one of the issues with HG2 is the basic assumption of the line. It looks rather like two fleets opposing each other just outside the 100-diameter limit of some target world, doing very little movement other than what it takes to try and come to a preferred range, apparently because most of their maneuver energy is taken up in evasive maneuvers to reduce the chance of being hit. That being said, if point blank range is wicked enough that a fleet really wants to avoid it, all they have to do is accelerate away from the approaching attackers to try to maintain their preferred range and snipe at the attackers from range. At that point, we might be dealing with a contest of how much of their agility they're willing to spend (i.e. reduce) to accelerate away from the attacker, and then how much agility the attacker's willing to spend to try to catch them, and then we're dealing with range bands and part of the opposing fleet at long range and part of the fleet at short range and momentum and such - all of which might be necessary if we're going to have a point blank range because no one actually sits there and waits for the enemy to come carve them up with lasers like a Christmas turkey. So I'm thinking we need to move to at least a range-band map if we want to play with point blank range
That also raises the question of the stern chase and what that means for missile attacks - which we maybe should discuss anyway because that's basically what's happening when one side tries to break away by acceleration and isn't fast enough to get away from pursuers. Another idea for a new thread.
On an unrelated subject: is there a Forum Rules kind of post someplace? I came across a very old thread dealing with something I'm considering, it has a lot of useful stuff I'd like to draw on and add to, but I'm not sure resurrecting a 5-year-old post is a good idea.