I vote against it too. As maradine said, damage control systems and operations are a critical part of anything as large and self-contained as a ship, and especially warships at that.
In various endgames in a messy 2v2 where both sides only have a fraction of their fleets left and neither is confident of assaulting, I'm often content to wait as long as the other guy wants to in order to finish my repairs, but someone could take this the next level and actively avoid battles. This can be annoying for the pursuer, but maps are rarely large enough to hide or prevent boxing in anything larger than a Shortfin or Buzzer.
It also encourages players to attempt to save their ships, as a scout that has taken heavy damage on first contact in the beginning of the game can be retired to wait in a backwater and come back as combat effective midgame without worrying about being sunk by a passing fish.
Repair maxes are half health for Commonwealth, 40 percent for Elites and 60 percent for Marauders, but faster and slower repair speeds for the latter two respectively, and I think the values are pretty fair.