Having boarding actions played out that way would slow the game down painfully I think. It's a theory I've entertained too, and much as I like the idea of small squad-based tactical combat, it's too long to occur multiple times per turn, or even just once every few turns. One potential way to do it would be have it as part of a campaign sequence, where the objective in space is to board, and the way you accomplished it would then dictate what units you get and what units you face and such.
The airship combat system is something I worked on for a little while, but the amount of work needed to create a system from scratch is too much at this moment in time, especially when the system is to be quite complex. It's largely inspired by Gun of Icarus, and is envisioned to be a miniatures + dice + card system. It'd be a more tactical system and would be more like 2-3 ships per player rather than a large fleet game. Each ship would be largely unique, with fairly large scale miniatures (potentially 10mm scale to allow players to put all manner of crew aboard from their favourite manufacturer), and interchangeable weapons and modules. These would be applied as cards over a small cardboard reference sheet for the ship itself. Unique crew members could also be used, with special abilities etc.
The BFG-inspired system with d12s. Originally it was to be a straight port of BFG to d12, but there were little things I wanted to change, so I did, and then there were a few other things, and eventually very few of the original rules still existed. Currently rewriting the shooting rules. Most of the basic ruleset is now written. The idea now is that it will have legacy support for BFG ships, and they should port almost straight across. You might not be able to play BFG vs my universe, but BFG v BFG should be possible. Also I hope you like carriers, because there's now 4 types of bomber
If anyone's interested I could post my work in the projects section?