Wow, I'm really happy, and a bit surprised, that this thread has gotten as much response as this; I half-expected the "no players would use it, so who cares" cop out, so thanks. Anyway, it might do well for me to sum up the component, again, using various ideas to compile it, though it might seem like a lot for a single component:
Archeotech Component - Bridge of the Eternal Vigil
This ancient bridge design, which borrows from that of the most powerful land-based war machines, the Titans, is viewed by many with more fear than awe, as the very idea that the ship's Lord-Captain would be permanently interred, never to again leave his command throne, is terrifying to consider. Only the largest, most powerful ships are likely to receive this upgrade, and only if an individual willing to be forever merged within their ship can be found. To the willing recipient, radical procedures are performed, removing many of their internal organs, and replacing them with powerful cybernetic devices, which will be able to carry them on through the centuries. They are permanently anchored into place, becoming immobile, but their connections to the ship allow them to perceive, and to manipulate almost any system from the bridge, as if the vessel, itself, was an extension of the Lord-Captain's body and senses.
Man in the Machine: The ship's Lord-Captain, who has been integrated into the bridge, gains Machine (4), though this trait does not affect the recipient's mind, in this case. Their Movement permanently becomes 0. They also gain 1d10 Insanity points, due to the initial broadening of their senses, and an additional 1 Insanity point each time the ship sustains a critical hit (a Difficult (-10) Willpower Test can negate this, as the Captain has become more fortified by his condition).
The Walls Have Eyes: The Lord-Captain's insertion into the ship's systems gives him unprecedented observation and interaction with his crew. While this can make for a much more smoothly running vessel, it can also grate on the crew, who quickly learn that there is no place on the ship, their home, where the Captain is not watching and listening to them. Permanently reduce Morale by 5 points. From now on, due to the speed at which the Captain can respond to any problem and give orders or inspiration to the crew, any crew or morale loss will be reduced by 1d5 points to a minimum of 0
One With the Hull: The embedded Lord-Captain has senses, and control, over almost every inch of the vessel. When this ship is the victim of a Hit and Run action, he treats the opposed Command Test as a Routine (+20) Command Test, rather than the usual Ordinary (+10) difficulty.
One With the Weapons: His union of sensors, skill, and weapons grants the Lord-Captain's ship increased accuracy. All Ballistic Skill tests to fire the ship's weapons conducted by the Lord-Captain gain +5.
Hull: Cruisers and up | Power: 3 | Space: 1 | SP: 3
Still not really an upgrade for a player character, but a nice NPC option. It does a whole lot of stuff, more than one upgrade probably should, but the improvements are spaced out, and don't really stack together, so it shouldn't be too bad. Add to that the loss of a character, and the need to have a ship of the right size, able to carry archeotech, and it seems a pretty nice deal. If one were a fan of things like Andromeda, an NPC second could be slaved into this post, instead, giving the Lord-Captain a shackled AI, of sorts, ala Rommie, EDI, Melfina, or numerous other sci-fi examples (Cortana?). While the Imperium has a very real fear of true AI, this human-based super cogitator might be acceptable, and an accomplishment any AM rep would be proud to claim they accomplished. The Captain would retain mobility, and the First Officer would make the ship even more of a character, while freeing some other players to do other things, or assist in tasks the AI can already do. If you just say "no PC ship could have this", then it doesn't really matter that it's an over-the-top upgrade, while if you did let them have it, the options are awesome, IMHO.