I can’t say I’d gainsay your approach or this assessment (“we shall buy our way to victory!”), I just think the dispersion values they use are just too tight and unaffected by other real-world limiting factors (basically using the equivalent of range benchtesting figures as the MoA values for real-world performance of a firearm, irrespective of what your gunsights actually allowed you to do, which everyone would see as silly if we were talking rifles) to call anything about NAB “realistic” after you turned all those true aiming aspects over to the AI as well.
If they’d replaced the gunnery aim-off enjoyment (as unrealistic as that was*) that they had previously with the current more passive aiming/firing but added more compensatory aspects of complexity to the survivability (fire control systems, advantages to surface radar, weather, visibility, sea state) where skill and ship knowledge could still convey advantages to a player, I think it would be a more satisfactory game loop. But of course, they tried to simplify that as well with the recent damage control changes, and reversed THAT to keep both systems in a new, messy repair system melange, because at this point they’re really just grasping at straws. Their last two store premiums sold terribly, their player numbers are back to where they were a year ago, the bots are back (but at least being fought off fairly aggressively so far). As it is, it’s just not a very satisfactory naval game in any respect anymore.
*I do get the point of the “I’m a ship captain, I have people to do that” argument against manual aiming in a battleship game. My counterpoint would be, well then why do you think you should press the mouse button WHEN to fire then, either? Battleship captains aren’t standing on the bridge shouting “fire” like Captain Kirk, either. If we’re being consistent to “things captains wouldn’t do,” the game should at most just be assigning target priorities and letting the guns go off whenever they like. But I think everyone would agree that would be even more disliked by players. So to me “captain agency” is just not a very useful lens on trying to figure out what Gaijin thinks they’re trying to do with this mode. But honestly I don’t think they know anymore themselves either. The real naval warfare grognards have games like War on the Sea which actually delivers what the naval diehards always said they wanted in capital ship action. The “I just like to do ballistic physics in my head” nerds have NRB (and yeah, there’s not many of that type of nerd who are also naval geeks, but there never were). So… yeah. I think most naval play now (both modes, but NAB even more so) is getting PoH and BP challenges done fast and making SL to subsidize your play in other modes. Once you take the other stuff away and don’t replace it with other mechanics as they’ve done, that’s what it has left as a purpose.