I think his problem would be solved by simply playign on a more challenging difficulty where he wouldnt be able to run this far ahead on tech(unitl the games already over), and the situation would never be an issue....you'd even be glad for the rule.
Still, as I said, some sort of "critical damage" rule, forcing ships that won a squeaker to limp back to port and repair themselves before they were functional again would still keep the slight strategic advantage (tie goes to the runner) of attacking first intact, while keeping a powerful single hp ship from going on a murder spree, wouldnt hurt.
1. I wasn't running ahead of the AI, I was way, way behind the AI (though still winning the war).
2. The tie does not go to the runner.
3. The 650-attack ship is not my new strategy. It was just my best design choice in that particular situation. I had very advanced missile technology from conquering Yor worlds and I couldn't possibly field ships with enough defence to stand up to what they would dish out.
Given that the tie doesn't go to the runner, what's the gameplay benefit of the one-hitpoint rule? As far as I can tell, it only makes very-high attack ships immune to being taken out by small groups of much cheaper ships. As far as I'm concerned, if you build a 2-trillion credit ship with absolutely no defences, a vulnerability to the suicide attack of a couple of cheap ships should be the price you pay.
Edit: BTW, I lost that game. My plan was to ally with the Altarians and win a diplomatic victory once I had finished eliminating the Yor. However, the Altarians were on the verge of tech victory. I got the alliance with the Altarians, but the Yor refused to surrender, even when they were down to one world. I was about three turns away from taking Iconia when the Altarians ascended. I had a really bad starting position and no tech trading, so that's why they got so far ahead. Probably the most gripping game of GC2 I've played.