I think its a very good idea! I would take it one step further and suggest that the repairs to capitol ships and facilities should be paid for at the beginning of your next turn (ie “Purchase & repair units”), but do not come into effect until the end of the turn (ie “Mobilize new units”). So a damaged IC, air base, naval base, or capitol ship would have reduced effectiveness while it is being repaired.
For example, a major IC with 3 damage at the beginning could only mobilize 7 units that turn and only mobilize 10 on subsequent turns if the player spends 3 IPCs to repair it (This might not be a change from the current rules, but I am unsure. They could also be interpreted to mean 10 units could be mobilized, but a penalty of 3 IPCs has to be paid. On page 24 of the Europe rulebook it says “These repairs are paid for (and the damage markers are removed) during the purchase and repair units phase of the turn”. Can someone clarify this?).
Similarly, a capitol ship with 1 damage should cost 1 IPC to repair but those repairs do not come into effect until the end of the turn and the ship has to remain parked next to a naval base while it is in drydock. It would be a lot more realistic that way. In real life, carrier groups are used to prevent damage to aircraft carriers at all cost; less important ships are the hit soakers!