From: Georgetown, Texas, USA
Ship repair is much more realistic than the original game. I know a lot of research went into what capacity each port had and attempts were made to accurately model the repair facilities in various ports.
You can also prioritize and make assignments for repair, so you don't have to sit there watching your BB with 1 SYS wait while all the DDs get repaired.
I just hope the ship damage model is more realistic. I hate the "did the float damage go up or down this turn" game I have to watch while my capital ships are sitting in port...
The repair model has been adjusted to allow for fairly regular repairs - based on the mix of repair assets, ships needing repair, and player-controlled priority assignments. WITP used a random application of repair or additional damage to represent irregularities in repair. AE uses random "events" instead. That is, unless there is an "event" the repair will proceed at a (mostly) regular pace and repair completion will be (mostly) predictable. The big events are reported in the ops file but no worries - you'll know when they happen. Events can increase damage to the ship under repair and can even sink it. They can also damage or destroy repair facilities - like ARs or shipyards taking major damage from an accident.
If no priorities are set, the repair modules process "important" ships first. That is, carriers/cruisers/battleships before destroyers, etc. It also "repairs" damage in a more balanced way. Float damage, which can sink a ship, is given a level of preference but in general repairs are done on the worst damage first. If a ship has 20 damage points of float, engine, systems you can expect them to ratchet down fairly evenly (with an edge to float) rather than have one repaired all the way to zero, then another, etc. This emulates workmen crawling all over the ship fixing whatever is broken.