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.
Yes, very similar. The fun thing about blind systems is you can introduce more bluff and roleplay. There are also broader possibilities. For instance, I once ran a game with four ships, and they all assumed they'd be 2x2 or something. Instead, it was actually four against four NPCs.
Another time, we ran a game where people were fighting mirror-verse counterparts (so the Feds and Mirror-Klingons were potential allies). That one ended with a lone Tholian patrol cruiser (if you mirror the Tholians, you get... Tholians) showing up and broadcasting "GO HOME OR WE WILL DESTROY YOU ALL!" and THEY DID.