That looks awesome.
For details on what I want that panel to do, see design doc #04, where I've tried to define what each LCARS console will do. The idea is that I want to have a good balance between all of the consoles so that no one bridge officer is left with nothing to do.
A quick list of these functions is provided on the web page:
Under LCARS Navigation Panel.
One of my biggest problems is going to be making all of the screens work in a logical manner that ties in with the rest of the simulator. I love what you have already, but I'm afraid it's going to get a lot more complex (which is good from my point of view - remember I want people to feel they have tones of options). So for example when it comes to entering a course for warp, they might select a star system, or a nearby planet, or enter a course there's a number of ways to do it.
You are going to hate me for this next bit, but the one thing I don't want on any of the LCARS screens is buttons with random numbers/letters on them. I know they did this all of the time on the show, however I believe we can make this simulation have so much depth that we will be able to populate all of the buttons with meaningful commands. I don't want people clicking on buttons to find that they don't do anything.
We should discuss all of the buttons available from this panel, and the sequence they will be pressed in (like you did above for RCS-TRSP) and what effect they will have.
For example: The navigator should be able to directly type in an impulse speed, but they should probably have quick buttons for full ahead, stop and full reverse too. Maybe even some speeds in between. They should be able to move the ship through all axis (again see design doc #04 for the reaction thrusters). They should be able to target (in the navigation sense) objects on the scanners and match speeds with targets, match course with targets, intercept targets etc. There's a lot we can put into this panel to give the player a multitude of options.