I remember the RvR there. What a mess. When I was playing, I always wondered why they insisted on displaying every character in full detail. Once every 5 seconds. For pity's sake, just show me a cube for each one.
That's the very point of getting rid of them; they don't lie. They're unequivocal. Understanding the tactical situation is a critical player skill.
I'm not sure how much time INS has set aside for experimentation with the sensor UI - or for creating multiple such UIs. What I want most of all is to make clear that the use of icons has gameplay consequences.
To somewhat mollify those who love their icons, retain a sensor mode that allows icons to be displayed when the icons aren't providing a tactical advantage. So if I can easily spot a fighter with other sensor modes at 10km, then icons can be shown at 10km. Until then, some other, more ambiguous, indication would have to be used. Done wrong, if icons are visible at 100,000km, but all other sensor modes are seriously limited at that range, nobody would be competitive unless they used icons; the other sensor modes would be ignored.