This should be fairly simple to do.
First the Bridge subsystem needs to be called, and health status needs to be assessed. A trigger then should be setup, such as when the Bridge subsystem falls below a certain value, or base it upon the disabled percentage of the subsystem (every ship bridge may have differing disability values). Then a check for if the Bridge subsystem is not online or is offline or is < or = to disabled percentage, shut off the impulse subsystem and add a hulk rotation (similar to what happens when ships explode) for x amount of time, or until Bridge subsystem health status is > disabled percentage. I personally would add a buff to the disability, maybe an extra 10 seconds after Bridge health rises above the disabled percentage, as sort of a feature of the helmsman actually working the console to regain control of the ship. It should work with minimal scripting. I could probably write it up in a week if I worked on it for an hour each night.
Update: The problem I have encountered early on (within first 15 minutes) is that many of the ship hardpoints do not contain a targetable bridge, and it does not seem to count as a subsystem property (unless I am mistaken and there is a subsystem property, I have not found it). So either we create a new subsystem set for bridges and give it some function (probably exe based, so would be hard) or add a targetable bridge hardpoint to all ship hardpoints (easier). However, I fear it may need both to work (hardest). Though I believe we could steal some stuff from the shuttle launching framework since we can target and affect shuttlebays and shuttle launching via weapon impacts, I believe we can do the same for bridges. In which case it would be on the easier side, only really needing to fetch the disabled percentages and include some code to cut off the engines and spin the hulk. For now, I will see if I can get this feature to work when knocking a shuttlebay offline. If I can do that, its just a matter of copy-pasta, and renaming stuff to avoid conflicts.