If I may give an idea, I think a better way to improve blind fire "accuracy" would be to modify the way it calculates where to place the targets, instead of just making the targets move.
If you remember the battle scene from Nemesis, the Enterprise kinda bases where she tries to shoot from where the Scimitar pulses are coming from and hitting her, and she hits like what, 1/4 of the the phasers she fires?
This is something that doesn't happen in the Blind Fire mod: the targets are at random coordinates, and your hit percentage even with a ship that has a lot of fast firing phasers (like the KM1 Sovvie) is WAAAAAY smaller than 1/4...
Later on when the 2 romulan ships come to aid the Enterprise, they share information across their tactical officers like they say in the movie, and then the Enterprise (alone) starts to hit the cloaked Scimitar like 2/3 of times (if not more)...
As we see in the movie, all these hits on the Scimitar doesn't have much effect like you all must know, but that's not the point here: the point is hitting the freaking cloaked ships =P
So my idea is modifying the way the Blind Fire calculates the target locations to "check" from where cloaked fire is coming from, and put more targets in that area/direction. And if you have other friendly ships with you, increase your chance to hit cloaked ships (which could be done basing on friendly ship's sensor power and all).
And since ideas are never enough, we could do that AND make the targets move around a little as well

Finally this is something I would like to see too =P. I've been testing the War Simulator in Galaxy Charts v2 and sometimes the race I was facing had sent cloaked firing ships. The klingons with that bird of prey, and romulans with the scimitar... I was with a phaser firing ship, so I tried using blind fire in both battles without success after various and various tries... I had to go to our little good friend the BC Python Console and destroy the cloaking device of all enemy ships to be able to continue the battle
