I would maybe add the offensive type (Gun, Tank, Mechanized, Infantry) to the thing. But I would also add it to the general unit overview. Both the Move and Combat Types mater for all designs.
Also note that for a 2nd design, we do have a lower bound for the Firepower, HP and Speed values - what the previous versiosn design rolls would dictate.
I would love to have that, especially for aircraft. Less screens for performing one action would be awesome. I hope they see this and implement it asap.
I do enjoy having the dialog boxes when I'm doing a design. It's immersive.
However, I think you guys are correct. It is probably better for the gameplay to have this kind of overview when you are working out your design.
There are many other opportunities for immersion. Perhaps there could be a special event or stratagem for a new cutting edge model design, with above normal statistics, which is generated through the decision system whereas normal model design works through a straight-forward overview like this one.
There is a fine-balance to be had between the game and the experience. After all, if everything is reduced to a spreadsheet then you aren't really playing as a leader in charge of an empire, making decisions and having to keep track of vast bodies of information through your subordinates various reports. Instead, it's just a computer game and once you've worked out 'the build' you're done with it.
In anycase, thumbs up to the mock up it looks really good.
Much better than in game design windows. It could be treated as "proposed" ideal vehicle parameters and the actual vehicle would be rounded down or up by 80-130%.
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There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.