Yes and don't forget to give it a fusion reactor to power all these systems. That would result in a nice explosion on death and further increase the cost by 1k metal. Of course all the energy will be needed by the ship itself, so no +E. Add an on/off button to allow the ship to send the energy right into storage, or be available for combat after a ten second colddown.
While we're at it, add two morphs for the unit, 1) A singularity reactor and increased weapon/radar/anti-missile systems and 2) A dgun, nuke launcher and legs for amphibian use. Ta-dah! You have a new commander-chassis plus upgrades to unlock! :)
havoc_squad: Developers try to avoid adding obvious allrounder units. Right now naval units already are very very powerful. The shipyard is the only factory I know that features a scout with anti-air capability. It provides very cost efficient anti air frigates, as well as high cost units - highly accurate artillery; the only mobile anti-nuke, mounting long range missiles, repair-peds, and even little helicpters providing support; don't forget the only mobile tacnuke launcher! As for radars: They float, so you can just build regular radars in the middle of the ocean, or close to the shore, where they should be save fron all short range ground units.
Regarding hover support - all factories complement each other; Same applies to ships. Zero K is a lot about having access to a wide selection of units and tactics to achieve your short and long term goals. I think ships excell at superseding hovers and even air units on sea maps (if there's not too many little islands, of course), which of course does not mean you should ignore the mobility that these units provide.