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Also, why only non-missile?
Autoloader Interlink: Same as above. ABEM has something similar in the Dual Mount, though doubling DPS instead of damage proved impossible for lasers.
Icarus: Hmm. Not quite sure how feasible this is, though probably less so than the interlinks.
Laser PD Array: Shooting down projectiles has been dismissed as implausible by the devs on at least one occasion.
Fleet Shell: Uh. This one is only less problematic than the PD array. I like it, and was among those that supported such an idea back before shields were implemented, but... you'd basically have to run all your damage events through the leader AI or the flagship entity or some such crazy stunt in order to check if a ship inside the shell is harmed at all; I sincerely doubt you can just spawn a new entity bound to the flagship to bypass what I just said. Failing to protect from raiders is extremely unlikely to work, though failing to protect friendly raiders might work.
Autoloader interlink is the opposite side of the coin, really, just to give them an equivalent but different module. I have less justification for it, but I want to add differentiation between weapon types rather than bring them all closer together.
I had rather assumed that if anti-projectile fire were feasible in this engine then the developers would have added it already, so I didn't expect that one to be easy, but we'll see what can be done. Potentially some sort of script that checks for nearby missiles every N ticks and just deletes one every cycle (then draws a pretty laser beam and an explosion), no actual aiming required. I have yet to properly investigate what's possible in the custom scripting though.
Shame to hear you don't think spawning a new entity is possible, because that was my first thought on how to do it. Maybe messing with the flagship's shield model, though...
I wonder if planetary shields are possible or, indeed, desirable. Probably they'd only stop bombardment weapons some, and make capture take longer.
Icarus is a stretch, yeah. We'll see though, because in theory this can all be done with timed modifiers to a ship's natural thrust output. Exposing that through the UI could be tough.
Attach these to all of your engine modules (they must be exposed, and must face all directions except the front) and they will gain the vector thrust ability of the graviton engine. Available from the beginning but very labor intensive.