Sounds definitely great once again!
I think realism could bow to the action a bit so instead long battles where you shoot missiles only to see them interecepted you'd see missiles hitting and sinking enemy ships as well as your ships
Disagree here, Naval warfare (in general not the game) has all the trappings of an RTS due to the nature of the conflict. I'd get seriously wound up as a player if my ships were being sunk because someone wanted "quicker" battles and thus my aster missiles from my T45 can't shoot down missiles they would in real life... Well I'd get wound up.
RTS is about strategy... and tactics... Real naval warfare can be exceptionally quick. So long as you play your cards right with Jamming, Decoys, Good ELINT gathering, Good AWACS and a pinpoint strike you will break an enemies defences.
If what you want is the missile spam of JFC then I have no interest in that... It wound me up so much in JFC that aircraft had unlimited missiles and that you could launch them in 30 seconds if you chose to. Basically negating all the disadvantages of airpower so that joe blogs could play the game... Unfrotunately it alienated me in the process...
Certainly the game needs to be fun, but making it way easier for missiles to get through than in real life isn't much fun in my mind. Instead the fun should be in giving the player good AI so that he can focus on quickly bring together the big picture and micro-managing only at the final point of the strike.
For instance tools that allowed you to quickly calculate the time it takes Missile X to reach target A from position M and the time it takes Missile Y to reach target A from position N would ensure that you overwhelm a targets missile defence by launching at the correct times.
And then of course there is subs... which should be a real threat to your high value assets like carriers. (Balanced by the fact they have to remain stealthy so foresight is required)