Oh, heck.
The core of my hybrid LBB2/LBB5 hybrid is ton damage and handling relative damage after. Thought I was clever.
My method is to use the EP black globe damage calcs as ton damage, with each EP translating into 10 tons.
Then each hit gets divided by 2, first hit goes to surface hit in most cases, internal for meson weapons and whole damage table for spinal PA/nukes, then second hit goes total table.
Totally redone table, singular, with modifiers for surface, internal and radiation.
Hull is a damage ton thing with losses to streamlining, otherwise risking fuel/control/power/life support lines and ultimately structural support for possible G limits to avoid breaking up the ship.
LBB5 to hit and batteries for the most part, but distance reduces battery strength and thus damage/hit #/armor pen/ultimate range. Missile vee affects practical battery damage, armor is total pen/no pen, bays can be arranged in batteries to get spinal-like damage/pen, and critical hits disable but do not destroy unless the hit has as much or more then the system.
Damage can be resolved two ways- proportionate by system tonnage divided by system value number, or roll at damage percentage value for chance of reduction and ultimately failure.
Repair is per crew living per ton per turn. This is where the frozen watch shines, get the ship screened/wake em up/ get to repairing.