I developed a game that I called SFB RPG for use at conventions decades ago, and it was pretty successful. Never finished it, and even if I had there would be nothing I could have done with it without incurring the Wrath of Cole. It sounds similar, but somewhat more complex, than what you describe above. Each ship was run by a team of people, a bridge crew. During allocation the Captain gave orders/formulated plans for the turn; they were limited intentionally, so he could say, for instance "Arm phasers as possible" but not "Allocate 5 points of energy to phasers". He had to rely on his people to make good choice. The engineer allocated power during energy allocation and during the turn. The Navigator plotted a course and reported on the amount of power necessary to make it happen during allocation, then the Helm received what energy the Engineer could deliver and changed plans accordingly. The navigator ran shields, the Helm ran weapons.
The teams were at two separate tables. They were two GMs communicating by walkie talkie (today I would do it with cell phones, of course). I did games with fog of war, but it was using the intel rules, so the teams learned about their opponents as they approached or as capabilities were used.